Answer by scottharber
It's because you're using the FileStream class. The wording in the error message is a bit tricky, it's caught me out before too.> The supported APIs test detected the following errors: ◦API...
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I had a similar problem and just solved it. The trick is to save your textures as PNG before you download them using WWW. Jpg doesn't download through iOS for some reason.
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Never mind. I found a solution by altering the placement of the decal. Unity's lightmapper lets you place a decal between 0m and 0.00029m from a surface before it generates AO. Adding an offset to the...
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Actually, never mind. The profiler reports the on-device memory cost of the light maps as 0.7MB each. It just looks like the Lightmapping window is displaying the memory costs incorrectly.
View ArticleAnswer by scottharber
Found it. Sharing the love in case someone else has this question and finds this thread: // ------------------------------------------------------------------ // Extracts information for lightmapping,...
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More info (and a code fix!): The issue itself lies within the DecodeLightmap function in the shaders. In UnityCG.cgInc, there are two code paths that define what to do with the lighting; one for RGBM,...
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