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Android compatibility issues #7

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mehrab-haque opened this issue Apr 28, 2021 · 10 comments
Open

Android compatibility issues #7

mehrab-haque opened this issue Apr 28, 2021 · 10 comments
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@mehrab-haque
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Great shader, however, after building for android, the shader is not doing any effect, we tried Vulkan support also, but that didn't work out either, is their any other factor that we might be missing ?
Thank you

@keijiro keijiro self-assigned this Apr 29, 2021
@keijiro keijiro added the question Further information is requested label Apr 29, 2021
@keijiro
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keijiro commented Apr 29, 2021

It might be a compute shader compatibility issue.

is their any other factor that we might be missing ?

No.

@marcozakaria
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Worked on my device when disabling Auto Graphics api
and putting Vulkan first option

@moaazafzal
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moaazafzal commented May 15, 2021

There is a black screen that appears when I build it for android.
Any solution please.

@moaazafzal
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moaazafzal commented Jul 22, 2021 via email

@moaazafzal
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Yeah go to player settings then unmark the Auto graphics API then select only Vulkan. graphics API

@devanshp915
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@moaazafzal can you help me with the issue I submitted lately? Tried a lot to do that but can't figure out :(

@moaazafzal
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moaazafzal commented Jul 22, 2021 via email

@devanshp915
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@moaazafzal
its [email protected]

@devanshp915
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could you please share your github email ?

On Thu, Jul 22, 2021 at 8:20 PM devansh @.***> wrote: @moaazafzal https://github.com/moaazafzal can you help me with the issue I submitted lately? Tried a lot to do that but can't figure out :( — You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub <#7 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/AK2HPXLVXZYA47KLY6VJSJTTZAZMPANCNFSM43W4EZTA .

please send me a normal email once

@keijiro keijiro changed the title Android build: shader not working Android compatibility issues Aug 11, 2021
@yxsamurai
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hi, This issue is caused by unsupported RandomWrite enabled render texture format (RFloat, RGFloat) on GLES platform.
Change render texture format to ARGBFloat should walk around this compatibility issue.

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