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The problem was a missing shader in the Android build.
Describe the bug
In an Android smartphone and in a Unity AR application, asset loading (importer.Load(path)) goes weel but an "Object reference not set to an instance of an object" exception is thrown when instantiating it (importer.InstantiateMainSceneAsync(instantiator)).
The problem is not present in the Editor on a Windows 11 platform.
Files
Fails with both .gltf and .glb files, es. this one.
To Reproduce
Try instantiating it on a standard application.
Expected behavior
An instantiation of the asset is expected.
Screenshots
No screenshots.
Desktop (please complete the following information):
glTFast 6.2.0
Unity Editor 2022.3.4f1
Render Pipeline standard
Platform: Windows 11
additionally (if significant for the bug):
Device: ONEPLUS A6003
OS: Android 11
Additional context
No additional information.
The text was updated successfully, but these errors were encountered:
EDIT:
The problem was a missing shader in the Android build.
Describe the bug
In an Android smartphone and in a Unity AR application, asset loading (
importer.Load(path)
) goes weel but an "Object reference not set to an instance of an object" exception is thrown when instantiating it (importer.InstantiateMainSceneAsync(instantiator)
).The problem is not present in the Editor on a Windows 11 platform.
Files
Fails with both .gltf and .glb files, es. this one.
To Reproduce
Try instantiating it on a standard application.
Expected behavior
An instantiation of the asset is expected.
Screenshots
No screenshots.
Desktop (please complete the following information):
additionally (if significant for the bug):
Additional context
No additional information.
The text was updated successfully, but these errors were encountered: