Hi! I’ve been working on a little show off/background game in unity. The point is I use the AmplifyColor plugin to apply LUT Textures to my camera. I have about 58 textures, and in the game, I’m supposed to be able to switch between them, to adjust the lighting. In the editor it works perfectly fine, I can swith between all 58 luts, but after I build the game, the name of the luts are still there, they are just not applied to the camera. I tried disabling asset stripping, and I tried creating a scriptable object to reference all of these textures, with no luck. I’ve tried restarting the engine too. I also get 5 errors which I could not figure out, but I don’t think they are related.
They are:
Assertion failed on expression: 'uvChannel.dimension == 0 || uvChannel.format == kVertexFormatFloat'
UnityEngine.GUIUtility:ProcessEvent (int,intptr)
once, and
Assertion failed on expression: 'chanType.dimension == 0'
UnityEngine.GUIUtility:ProcessEvent (int,intptr)
four times. They can be cleard, but they reappear on every compile. Thanks for any help!
Update: I’ve trackd back the issue to the AmplifyColor plugun. Using UnityInspector and BepInx I’ve managed to see, that amplifycoloreffect (the component on the camera) was disabled. All of the lut textures were included in the build, I could see them, but for some reason the plugin did not work.