Is it possible that platforms use different coordinate space directions?
I’m using a custom billboard shader that uses a global _Camera2World which is set using a script on the camera like this:
void Update () {
Shader.SetGlobalMatrix (“_Camera2World”, this.camera.cameraToWorldMatrix );
}
Everything looks fine on PC / Mac, but on iOS / Android it appears flipped (what i believe) all 3 axes.
This is the only shader that requires the matrix, and also the only one that is flipped, so that is how i arrived it being somewhere in this code.
Anything going on behind the scenes? Thanks!