Transparency works in editor but not in full build?

Hi all,

I’m creating an “x-ray” feature in my game and the logical thing to do is to have the walls become transparent. Well, it works great in the editor, but when I play the game in full build, the walls seem to lose their normal map. In other words, they still become transparent, but the detail on the wall is gone:

Any ideas as to what might cause this? I am aware of the issue where in order to get transparency to work in the first place, you must have a material that uses the transparent shader. Clearly, that is not my issue here because the transparency itself works in both editor and full build, but the full build appears to cause the normal map to be lost until it switches back to opaque.

Thanks,
Daniel

Okay… I figured out the problem.

Even though I had a material in my scene that utilized a transparent shader, that was not good enough. I also had to have a normal map attached to that material. Failing to do that, the transparent wall lost its normal map until it reverted back to the opaque shader. Unity evidently wants to want to compile as little as possible into the stand-alone build, but in the process it optimizes things out that you actually do use.