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Post by mbeierl on Mar 11, 2015 19:46:15 GMT
Hello,
I know you said that you can't give support for Android, but on the AssetStore you have a picture of the framework running on the same device I try it on.
I can not get it up and running, even in the editor. After I switch platform to Android and change the entry in GameSettings.xml to "<dx11Mode>false</dx11Mode>", after I click "Generate", the Editor freezes. If i build an .apk, my device will only show weird stuff (black, blue textured wrong looking meshes).
Do I miss a setting?
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Post by khash on Mar 11, 2015 22:44:41 GMT
Hi! Seems correct. Which version of the Unity do you use?
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Post by khash on Mar 11, 2015 22:58:55 GMT
We have done simple test by switching to Android mode in editor and it was ok. Then we have forced opengl mode in editor and it was looking as expected (mixing opengl in editor makes it think it have support of dx9 or dx11 and use different water path. Look for "NoDepthWaterLevel.cs" which makes water marks all around because water is a bit higher for blending mode than it should be for shapr edge water ) Other than that it seems working fine. I have done test on Windows machine with Unity 5 Can you please drop us some screenshots? maybe we would be able to say more seeing issue
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Post by mbeierl on Mar 12, 2015 7:07:31 GMT
SOLVED: I upgraded to Unity 5 and now it works. I previously used 4.6.2 and had those issues there. I will stick to version 5 then.Original message:
------------ Hey! Thank you for the quick response. I really appreciate it. Okay, my first mistake was, that DX11 was still on in PlayerSettings. I followed these steps to turn it off: answers.unity3d.com/questions/802172/unity-android-problem-1.htmlNow the editor won't freeze and the chunk will be created, but they look just like white planes and I get errors: //edit: If I add a yield return new WaitForEndOfFrame(); right before those three lines, the three error messages disappear, but the forth one is still there ("Trying to read pixel out of bounds") and it looks just the same (white plane chunks)1) ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame. UnityEngine.Texture2D:ReadPixels(Rect, Int32, Int32) HoneyFramework.<Baking>c__Iterator11:MoveNext() (at Assets/HoneyFramework/Scripts/WorldOven.cs:281) 2) ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame. UnityEngine.Texture2D:ReadPixels(Rect, Int32, Int32) HoneyFramework.<Baking>c__Iterator11:MoveNext() (at Assets/HoneyFramework/Scripts/WorldOven.cs:300) 3) ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame. UnityEngine.Texture2D:ReadPixels(Rect, Int32, Int32) HoneyFramework.<Baking>c__Iterator11:MoveNext() (at Assets/HoneyFramework/Scripts/WorldOven.cs:256) 4) Trying to read pixel out of bounds I am using Unity 4.6.2
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Post by khash on Mar 12, 2015 9:57:47 GMT
Great! Happy development!
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