If the build target is standalone, masks work as expected. When I change build target to Android, masks stop working in the editor. If I start Unity with the -force-opengl parameters, masks start working again.
I’m running Windows 7 x64 with an AMD Radeon HD 5670 GPU.
They work for me on a real android device - I have to admit I’ve not tried them in the editor, I’m usually building for iPhone. HOWEVER - they don’t work on the Android Emulator. I’d put this down to emulators not being the best way to test things.
Really weird that there is no warning or error message. But since it is still beta we have to look up if similar questions are already answered.
Since i also was stumped by that I searched and found the answer of Tim C
“You need to make sure you have the project configured with a 24 bit depth / 8 bit stencil buffer. It’s in the android player settings.”
Its working in the Editor. Maybe you have to switch platforms and reload the android platform to see it in the Editor View.
Hi this is happening to me. I am using Unity 4.6.4. Did you find out how to fix it? I can’t see anything about a stencil buffer only 24bit and 32bit display buffer neither of which do anything to fix this.