Sample presents glitches in Android in "Use Existing Build" play mode script mode
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 30/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- android, csharp, unity
- Domain
- game-dev, mobile-dev
Research direction
The issue names no files or tests. Start by reproducing the visual glitches in the Addressables-Sample project on Android using the "Use Existing Build" play mode in script mode, then compare the result with iOS and review the linked issue 18. Done means identifying the cause and determining whether the sample needs a fix or clearer documentation.
Written by the indexing model from the issue text.
Description
Hi,
I'm basically experiencing the issue explained here. The thing is, while I understand that there are shaders that can only be rendered in specific platforms, shouldn't the sample work right away without these visual glitches? The exact same project works just fine when the platform is iOS.
I sadly lost a couple of days trying to figure out why it looked like my project wasn't properly loading some random textures until I tested the sample project only to find out that the same issue happened there.
I'd appreciate any explanation to try to avoid this issue in the future.
Many thanks,
- Dominant language
- C#
- Stars
- 1.5k
- Forks
- 303
- PR merge metrics
- No merged PRs in 30d
Contributor guide
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First steps
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- Open a pull request that references the issue number.
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