Materials / Shaders not working correctly when "Use Existing Build" set.

I’m new to addressables after resisting it for so long, I just cant figure out whats going on here. It appears the normal map isnt working properly when I set the play mode script to “Use Existing Build” (or indeed when I build and run the project).

  • Shader Stripping is Disabled
  • Have tried with and without the ShaderVariantCollection being set in Graphics settings
  • Have tried to pre-warm the shader variant collection before anything is loaded
  • Deleting library folder
  • Creating a fresh new project, reimporting packages

Its using the Standard Shader to render the horses.

I can’t seem to get it working, originally posted in General Graphics, but since discovering that changing the play mode script decided that perhaps something in my addressables settings might be wrong. If theres anyone who can help me with this I’d be so grateful, I’ve spent the last week on it and my sanity is exhausted.

Using Simulate Groups

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Using “Use Existing Build”

Did you try to disable “Optimize Mesh Data” in Player Settings?

That seems to have done the trick, can’t tell you how grateful I am, can I send you a few dollars for a beer / coffee if you have paypal?

No need, I’m glad to hear it can solve the issue.

BTW, “Optimize Mesh Data” is known to work badly along with Scriptable Build Pipeline, which is used by Addressables. If you enable “non-recursive dependency calculation” in Addressables, the situation becomes worse.

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Really appreciate it, I owe you one

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2 years laters, still relevant. Was pulling my hair for 2 days trying to figure out why one material wasn’t working. Thanks!