Some textures in my project began to appear black at android build. I put on the level of three objects: -Two objects should appear black every time. -Third was without textures. The output came exactly what I expected. But when i replace material on "black object" at working material from different scene - all three objects became black. Even one without any textures. (all was mobile/diffuse) I try to switch static checkbox in different way, but nothing change. It's not because of the shader and not because of texture format. It is not because of dynamic or static objects. There is some logic in this, but I can not figure out why this happening. P.S. Also it affect some UI element.
I'm experiencing the same thing: all UI elements and sprites are rendered black with the exception of fonts, as well as some other textures. When this used to happen with previous versions it used to be related to asset serialization not being forced to binary and or texture compression types per device. But this time, nothing works.
Is it really the following a workaround? http://forum.unity3d.com/threads/unity-5-2-android-sprites-black-not-drawing.354318/
I have this same issue, disabling mip maps did NOT work for me. It's very rare that it happens but I can't release a game knowing that it does happen.
It does neither work for me. The strange part is that this happens with upgraded projects (say, from v5.1.3p3 to v5.2f1). If I create a project from scratch with v5.2f1, everything seems fine). Weird.
What I can tell you is the list of things I've tried; Disable Anti Aliasing Using ETC1 / RGBA16 Compression Making Textures smaller than 1024x1024 Recreating the project from scratch Upgrading to the latest version of Unity Set quality settings to fastest Disabled 32 bit buffer Disabled Mipmaps for sprites None of those have fixed the issue for me. The only clue I have is from my ADB Logcat when the sprites are missing the following line is present: E/Unity (23092): GLSL compilation failed, no infolog provided. I've attached my logcat from when sprites are missing too in case anyone can make more sense of it than I can.
I've done the same with my game with no luck so far. So, again: can anyone on the Unity QA team confirm whether you are aware of this bug?
Unlike some of the other guys I'm working in 2D rather than 3D and so using standard sprite shaders but getting a very similar issue. I have submitted a bug report, Case 726142_b9a9upgt83sfiemd
After doing a clean installation of v5.2.0p1 (including reinstallation of the standard assets for that version), released today, everything works fine again on Android. At least in my case.
@superpig, i did some time ago, it was said to be fixed on 5.2, but it still does it for me. Q/A said that it's fine on some Tegra3 devices, but not on a Transformer TF300T. Bug case: Case 704017 5.2.0p1 didn't help in my case. I also got a lot of warning about that GI file missing, and for not being able to add the asset file for sharedassetsxx.resource. I'm also not using realtime GI, just prebaked. It seems that any shader that is lightmapped, appears black. to me at least.
yeah i'm trying that now, but it takes time. and i noticed that the lightmaping is different from 5.1.2 to 5.2. Same settings produce different files.
Hi We are also facing same Issue with some of Galaxy family Devices like Galaxy S5 and newer devices. (its work perfect on Nexus, Galaxy S4, OnePlus, Motorola etc). We are using Unity 5.2.0f3 When We work with Unity 4.6.x that issue came with Nexus 7 Tablet and it solved out with uncheck "Use 32 bit Display buffer" from player setting of application. but for this issue that solution also not works. I thought that issue due to Device GPU Galaxy S6 series has GPU from MALI, maybe mali is not support one these two (32 bit Display Buffer / Depth and stencil") We have tried on another Galaxy Tab 10.1 with uncheck "User 32 bit Display Buffer" it will not work but we checked "User 32 bit Display Buffer" and "Disable Depth and Stencil" is work on that device. I don't test yet on S6 and S6 Edge. but As I mentioned about Galaxy 10.1 has Adreno GPU and S6 has mali GPU.
I have a customer too that has a TF300T tablet with all black textures/screen after update with Unity 5.2.1p2 Any update on this unity?
Have you submitted a bug report? It gives them more stuff to work with and actually shows how important it is.
I don't have any issue's with Unity 5.2.1p2. It's just that people with a TF300T have problems or maybe all Tegra 3 users. They tell me before the update all worked fine. I will try to file a bug.
I had issues with ONE scene in a project of mine constantly stuffign the lightmapping. The result? my racetrack kept coming up black or distorted when opened. (The other track wasn't affected, I have already tried cleaning the GI cache)
We fixed bug that causes black textures on many Tegra 3 and Tegra 4 devices. I will most likely be in Unity 5.2.2p1. Sorry for this...
Man it's like dangling a chocolate cake infront of me and saying "display only". Did you mean most likely, or not likely?
Also having this problem, can't find any solution to sort out all-black textures - on everything except terrain and sprites. Using Unity 5.2.2f1 on Windows 10 with Samsung Galaxy S6
I don't know if it can help BUT, in my project, everything is working fine in Editor. I also tested it with Bluestack (android emulator) and i have this issue which all the sprite are dispalyed in black. Afterf several hour, I've found that when a texture can be divided by 4, it will be in ETC2 format. I just resized the black sprite with a new size like 127X127 and not 128x128 and it work like a charm. I also tried to export to DXT and everything works in bluestack, but when I publish it on google play store, there is only 450 device compatible. ETC (default) = 9000+ device which is way better! If somebody find a perfect solution for this trouble, I would be very happy to not convert all my project with crappy size.
DXT texture compression is supported on nvidia chipsets. ATC is for Adreno, and PVR is for PowerVR chips. ETC is required to be supported by all Android devices which is why the supported devices number is so high. The black textures thing is a bug in that version of the editor, have you tried a newer version?
Ok, I've tried ETC and the game launch and is stuck on Unity Spash Logo. I tried ETC2 and it work like a charm on my 2 android device. With the ETC2, the emulator bluestack isn't working, I still see only black sprite, so for the testing purpose, I think I'll have to try my android device instead of the emulator (which was 5x faster for debugging)
But this problems happens only on Bluestacks or there is devices which are affected by this same problem?
any updates? i have tried my game on Galaxy Grand phone (yes, a bit old) and run fine, but there are some black sprites too.. import settings for the black sprite are the same to working ones...
I get the issue in 5.6.3f1. This only seems to happen when I get a google game service login prompt before I start the game. I wonder if that pauses some thread that is loading or decompressing textures. If that does not pop up then the game loads the textures fine.