I’m using the latest 5.0.1p3 and in the editor my scene looks fine…
But when I build for Windows Store Apps, it looks like this…
I’ve even created a new scene from scratch, but I get the same issue.
Any ideas? @Tautvydas-Zilys @Tomas1856
I’m using the latest 5.0.1p3 and in the editor my scene looks fine…
But when I build for Windows Store Apps, it looks like this…
I’ve even created a new scene from scratch, but I get the same issue.
Any ideas? @Tautvydas-Zilys @Tomas1856
Check the quality settings.
I’ve tried that no difference, I set the default for WSA to fantastic.
I’ve logged a bug for this, case # 693912
Thanks
A lot of us don’t follow the Issue Tracker, and it’s kind of hard to. Would love to know the results/outcome, if you can post more info here when you find out, would be awesome. I’m seeing the same thing as well as:
AA doesn’t work at all. (there is an issue in Issue Tracker, but it’s marked as “Duplicate” and can’t find the dupe to see if resolved, “by designed”, or what)
Shadow quality not very good on tablets (this one is “by design” according to Unity Tech posts in other threads, and makes sense).
Light quality not as good for Windows Store build vs Windows Standalone build when run on same PC (this could be related to AA, and maybe closest to issue you are seeing here).
I think all of it is somehow related to the assumption that “Windows Store” is for mobile devices or tablets, so Unity and/or Microsoft are doing things to cause these quality issues, and probably “by design” – but being an oversight if you don’t assume that all Windows Store apps want to target tablets or phones.
One example off the top of my head towards that point… if you try to use the “standard assets” input controls, it defaults to “mobile input” for Windows Store builds. So you have to change some things if you want it to work correctly for a desktop PC, non-touch, with mouse + keyboard. Related, you also see a “MOBILE_INPUT” compiler define when you look at the player settings for Windows Store.
Since we can easily write native code/plugins, because Unity is awesome like that, I’m hoping I can work-around these issues once I find time to try. For example, I imagine DirectX has options for setting AA and maybe some other quality (shadows? lighting?) settings, so maybe a few lines of native DirectX code could enable some of these things.
It is a missing feature. I don’t have the case number at the moment, but it’s actually being worked on right now (however, it isn’t trivial to fix, so it will not come to patch releases).
If you see any other visual differences other than AA, please submit a bug with a repro attached. I don’t think we have any known cases yet (apart from the one OP posted). Windows Store Apps are using the same DirectX 11 as Standalone apps are, so it’s unlikely that there were some kind of artificial limitations.
This is not true at all. Internally, we classify DirectX hardware by its feature level, not platform it’s running on. If you took a 10 year old GPU (like Geforce 7000 series), it should look identical to ARM tablets, as that’s what their hardware capabilities are like. On a desktop machine, there should be no differences between Windows Store Apps and Windows Standalone.
I’m not entirely sure on the standard assets part (a bug report would be nice if you think that’s wrong behaviour).
Either way, it’s helpful feedback. Appreciated.