Problem rendering particles in ios

Hi,

I have a problem rendering a particle system in ios. While it runs fine in the editor, it doesn’t look the same while I run the game on an ipad mini. I tried different shaders but nothing seems to work. Here follows the code and I have also attached two screenshots to show the problem.

Many thanks for the help, I hope my question is not too newbie.

Thanks
Ioannis


     void Awake () {
		GameObject parent = new GameObject ("test");
		ParticleSystem particlesystem = parent.AddComponent<ParticleSystem> ();
		ParticleSystem.Particle[] p = new ParticleSystem.Particle[1];
		p [0].size = 2;
		p [0].position = new Vector3 (0, 10, 0);
		p [0].color = Color.green;

		ParticleSystemRenderer pr = (ParticleSystemRenderer)particlesystem.renderer;
		pr.renderMode = ParticleSystemRenderMode.Billboard;
		pr.sortingOrder = 1;
		
		particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/Additive");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/Additive Culled");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/Alpha Blended");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/Multiply");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/Multiply Culled");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Particles/VertexLit Blended");
		//particlesystem.renderer.material.shader = Shader.Find ("Mobile/Transparent/Vertex Color");
		//particlesystem.renderer.material.shader = Shader.Find ("Sprites/Default");

		particlesystem.SetParticles (p, 1);
		particlesystem.startSpeed = 0;
		particlesystem.startSize = 0;
		particlesystem.Emit (1);
		particlesystem.Pause ();
	}

That solid pink color is the standard “bad material” material.

Wondering if it isn’t just a path problem, or a resourse loading issue? Shader.Find ("Mobile/Particles/Additive"); on line 13 may be returning null on iOS.

Do you need to build the material in game? Can’t have it premade?

If I have to, I usually just make slots in the script and load the elements (shaders, textures) into the Inspector. Have the code read them from there.