I’ve searched around the forums quite a bit, and I’ve not really seen anyone else run into this problem yet. Here goes.
We’ve got a project that has been built entirely on a PC, using Win 7, 64bit. This project uses light probes, which function just as awesomely as advertised. Exporting this project and running on all manner of Android devices works perfectly.
When we try and export this project to the iOS platform, however, we run into a problem. Unity seems to strip all the lightprobe data from the scene - or at least not load it - and when we try and re-bake the nodes it seems to do it…but the probes all show bright purple, and all light-probe enabled objects render black. We’ve tried a “Re-import Assets” pass as well, but it made no difference. We know it’s not the shaders, and we’ve wiped and re-generated the lightprobes from scratch…it doesn’t make a difference.
Any assistance or ideas on where to start finding a fix to this puzzling problem, would be most welcome!
Thanks,
Howard Day
Just to bump this up with some new information… When we first load the project on the Mac, everything displays fine. If we then “Switch Project” to iOS, somewhere during the course of that conversion the lightprobes disconnect/lose data. If we leave the project as loaded, and build for the iOS, again, somewhere along that process the lightprobes switch to purple, and the lighting breaks. If you then convert back to PC/Windows, they work perfectly again. Somewhere in the conversion process unity breaks the lightprobes.
We’re at the end of everything we can do to troubleshoot this Does anyone have a work around, or further knowledge, or the obscure editor option that has mistakenly been left uncheck?
Thanks again!
Howard
Well, okay - we figured the issue out - By default Unity iOS settings are set to OpenGL 1.1 - we needed to switch this to 2.0. Doing this in the Player Settings > Other fixed the issue immediately, and changing the Graphics Emulation to 2.0 fixed it in the viewport.
Hope this helps someone else!
Howard