I am running 4.3.1 (didn’t bother with the 4.3.2 update) and I have the opengl 2 emulation option. The only time the docs mentions it being disabled is if your hardware doesn’t support it. It doesn’t seem like that would be the case if you just had it working on that same machine.
My only suggestion would be to turn it off and back on and see if that helps.
Thanks, yeah same machine. Turn what off and back on? I can’t toggle the emu options anymore at all, as per screenshot, only “no emu” is enabled and is already selected
Well if it works for you, I wonder if there’s one shader out of 1000s of unused but still imported-in-project shaders causing this. But it shouldn’t, unused assets should really be ignored by Unity for build and editor decisions… sure I have all kinds of terrain and water and other 3rd-party shaders lying around, but for reference/inspiration, not in actual use, only my own hand-written surface shaders make it into the actual scenes / final build.
And indeed this issue wasn’t a thing in 4.2.2 … and @UT, where the heck is GL-ES 3.x emulation? I’m working for cur-gen/next-gen devices, not yesteryear’s. UT plzzz…
Emulation normally works backwards. So your DX11 machine can be asked to emulate really old graphics cards with old shader model versions. Would be unrealistic for a machine with one of those old GPUs to try to emulate DX11, no? I’d guess that we do not have OpenGL ES3.0 emulation because it’s not obvious how to emulate it on PC and Mac at this time. (Maybe one of our graphics devs will chip in.)
As per my Unity editor’s title-bar in the screenshot: Android
Don’t think the above is really applicable, might be good to ask your gfx devs indeed to chip in:
DX version doesn’t matter since my Unity editor.exe is always run with -force-opengl ie. it’s run like on a Mac here kinda-sorta
Back in 4.2.2 I had the graphics emulation options GL-ES 1.x and GL-ES 2.x available in the menu and they worked well
GL-ES 3.x emulation should be possible easily for Unity Editor just like GL-ES 2.x was: during OpenGL context creation, this can be requested by the OpenGL driver
Indeed mobile GL-ES is a bit of a different beast than desktop GL, which is why thankfully emulation flags can nowadays be specified during context creation to enforce an ES-like GL context. Again, as per #2 above Unity already got this right for ES 1.x and 2.x back in 4.2.2, now it’s gone (and 3.x should ideally be in the same way offered nowadays too).
You’re right that the gfx emulation menu also used to offer —in addition to the mobile/embedded emulation options actually relevant to me— legacy Shader Models such as SM2 to emulate older graphics cards. This too is gone in my menu but isn’t desired anyway, only the mobile/embedded emulators are.
Thanks for getting back! Since TheShane has it available in his 4.3.1 project (as per above reply) that means it’s either a fresh 4.3.2 bug (probably fairly unlikely but hey never-say-never…) or an issue with my project’s shaders, but this on the other hand you yourself suggested “unlikely”. So yeah, really wondering what’s up here. Happy to assist in further troubleshooting this bug if it is one