I’ve seen a few threads about black textures on iOS, but those problems are different and the fixes haven’t worked. The attached screen captures show my problem. The top is from the Unity Editor and the bottom is from an iPad. As you can see, several textures (objects?) are not visible on iOS.
This is only happening in one scene, so it’s not a project/player setting. There are 5 other scenes in this project, they all share the same materials and were all built in and exported from Cheetah3D. All the models have the same import settings, and the scenes all have the same camera and baked lighting settings. The only difference is the other scenes were completed in late 2015 in an older version of Unity. It’s only this new scene added since updating the project to Unity 5.6.1 that has this problem.
The walls and floor are in a their own layer, with their own baked light. The other objects are in different layers, but some are visible and some aren’t. For example, the red light and the frame around it are in the same layer, the light is there but the frame is invisible. Doesn’t matter if they’re static or not. Most of the materials are Mobile Bumped Diffuse, so that’s not it. Shadows and antialiasing are off. There are three cameras in this scene (and all other scenes), but only one is active and enabled at the time of this screen capture, they’re only active to show control panels zoomed in views.
Any ideas as to what could cause this or how to fix it?
I reimported the model, rebuilt the light maps, and now the problem is worse. Almost everything is black now. I also tried changing the Pixel Light Count and thought that might be the problem, but after changing it back to 1, it’s still mostly black now. All the other scenes are still rendering correctly. This is a serious problem.
I’ve also found that changing import settings → tangents affects what materials are black. Depending on how tangents is set, different combinations of materials are visible/black.
I reported this as a bug (Case 926568), and Unity support found that turning OFF static batching fixed the problem. They suggested that as a temporary workaround until they figured out the cause of the problem. A few days after that, I wrote message below to Unity support. They thought that the scene might have been corrupted, and rebuilding the library for the Unity version update is what fixed it.