WebGPU BlackScreen on Mobile

Hi, I am using Unity 6’s latest LTS supported version (6000.0.23f1). My WebGL building is working perfectly in the PC browser. But in mobile, the game is running; I can hear audio, but it shows a black screen.
Here are the logs:
While calling [Queue].WriteTexture([ImageCopyTexture texture: [Invalid Texture], mipLevel: 2, origin: [Origin3D x:0, y:0, z:0], aspect: TextureAspect::All], (1744 bytes), [TextureDataLayout offset:0, bytesPerRow:176, rowsPerImage:10], [Extent3D width:64, height:64, depthOrArrayLayers:1])

Well, WebGPU itself is still in its early stages. As such, not all (major) browsers outright support it. For some you will need to enable a feature flag. It is also not recommended for production use yet.

I figured out what is happening! I’m using ASTC format for textures


. Only ASTC 44 and ASTC 88 work in mobile browser.

Hey !
Good job for finding you issue.

Unfortunatly it didnt solve my pb.
I tried with a blank scene and I too have a black screen on mobile webgpu when the game finished loading (after splash screen).
(see attached)
Tried with both URP and buit-in shaders but same result. works well on desktop.

Any suggestions ?

test : CityDemo by Oberheim


Are you using Forward+ rendering for URP project (if yes, change it to deferred), or is the HDR enabled in URP settings (if yes, disable it)?
For now, use Chrome for webgpu games and enable webgpu support in Chrome://flags.

The test is working in my mobile chrome browser.


Sometimes ASTC or other texture formats wont work with the mobile browser for webgpu.
You need to manually build and test by changing the texture formats.
For the attached image, ASTC was not working. I switched to RGBA 32-bit, and it worked.

Thanks a lot ! this worked!

arf for some reason now its not working anymore :confused: Even with a new empty scene. haven’t changed anything from last build…
I have the same black screen with shaders errors

Testing on iphone 13 pro, chrome and safari.

Works well on desktop

Nice to meet you. Please forgive me for writing using translation software.
I was personally verifying the black screen issue with the combination of WebGPU and mobile devices,
I was able to confirm that it becomes a black screen at the moment of using Canvas or uGUI.
I am aware that if you use UI on mobile devices, you need to use runtime UI.
If anyone has confirmed that a build using uGUI works on mobile devices, I would love to hear from you.

Translated with DeepL.com (free version)