I am a lead-artist on game project (Redirecting... ) and we recently switched onto Unity 5.
We are developing a mobile game in which we want to utilize the full power of new Unity rendering pipeline (at least for Air\Air2 and Tegra based devices).
We have encountered some problems and inconsistency between the preview of the game on PC (when whole project is switched to IOS build settings) and it’s visual appearance on the actual device.
At first we tried to use directional specular ligtmapping with static assets, worked perfectly on PC, didn’t work at all on the device.
We are using new standard shader, non-linear lightmaps for lighting the scene and one directional light to get specular highlights on the environment in the scene.
The specularity doesn’t work at all, neither lightmapping.
At the same time when we used legacy system all seemed to be working fine until the ability to use legacy\on-demand lightmapping was removed starting from beta 17.
The question is - are we doing something wrong with build setting, or support of the full functionality of new lighting system hasn’t been implemented yet?
If anyone has ran into the same problem, it would be great to hear any advices
Changing lightmap to directional or directional - specular is what seem to affect this.
So things look ok when using directional specular but well not dynamic object in scene cast shadow then over lightmap things.
Thanks for reply, but I don’t understood about color spacing. As I see, currently, Player settings have no such parameter as Color Space
Where I can try to change it
Thank you for your answer, but I mean the rendered result is complitelly different between Editor (with Android publish settings) and Android devices itself.