Different result of Texture on Standalone build and android, which setting is wrong ?


Android build is showing me different results. Which setting is wrong ?

Direct link of image- Imgur: The magic of the Internet

Thanks in advance for your time.

Pixel light count limit may be different if the graphics quality level is lower on Android, or the character’s shader isn’t fully compatible on Anderoid, or you have opengl 1 selected in the build settings, I think these are the most probable issues…
And as that pic is in the editor it can look different on actual device, the graphics emulation isn’t always 100% accurate.

  1. yes opengl 1 was selected, i did it to No Emulation and got the result in the Editor. Secondly why i see Edit > Graphic Emulation > Open GL ES 2.0 disabled ? in my unity ??

  2. And Now once it is looking fine in the editor then why my device is not picking up normal maps ?

In the editor

In the device
1228200--51395--$Screenshot_2013-04-24-17-01-24_resized.png

why this difference ?

Did you build it with OpenGL 1? If so change to 2, it should fix most graphic problems. *99.7% of Android devices have OpenGL 2 so there’s no point in having it on 1.
*Distribution dashboard  |  Platform  |  Android Developers

its disabled on my computer, why so ??

kk i did it to 2, let me check

what to select here >

See this image::

That is completely unnecessary, it doesn’t affect the build.