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Question Decal projectors don't work in android build?

Discussion in 'Editor & General Support' started by Ts1nd, Dec 10, 2022.

  1. Ts1nd

    Ts1nd

    Joined:
    Jan 24, 2021
    Posts:
    108
    It used to work fine in early 2022.1 builds but on 2022.1.24 it doesn't. Why did Unity decide to remove such crucial functionality? What is the reasoning?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Before you start trying to read Unity's mind, you might want to begin with some basic troubleshooting, such as viewing the device logs for possible errors. It might be your code, or perhaps a shader incompatibility, or even something entirely different.

    If you are not keen to do playtesting for Unity, you may wish to confine your choices of Unity version to the LTS stream, rather than staying right at the crazy bleeding edge. Looks like 2022.1.24 is only four (4) days old... yikes!

    Whatever it is, you must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Ts1nd

    Ts1nd

    Joined:
    Jan 24, 2021
    Posts:
    108
    Is this a copy paste from somewhere? I stated clearly that it worked in previous version and upgrading alone without any other changes disables this functionality. I know how to debug my code, it's just not that in this case.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Yes, it is a copy paste that I send out when people assert ludicrous things like this:

    Hint: Unity did not sit down and say "Yanno what? This decal stuff... let's break it in Android on release 2021.1.24... all in favor say 'Aye!'" AYE!!

    You're on the bleeding edge of technology by using a four-day-old build. This type of break is 100% expected and most likely you can work around it, but it seems you are more concerned with the source of where I get my characters from than in solving your problem.

    Good luck!
     
  5. Ts1nd

    Ts1nd

    Joined:
    Jan 24, 2021
    Posts:
    108
    Of course it was irony. I am way too annoyed with all the issues across multiple versions. Some things work in 1 version but not in the other and vice versa. I started out from LTS but due to bugs or missing features I had to climb up, maybe it was my mistake.
     
    Vagabond_ likes this.
  6. kristianmillirons_unity

    kristianmillirons_unity

    Joined:
    Apr 28, 2022
    Posts:
    2
    Similar issue here. My URP decal projector and decal shader works perfectly fine on Android in 2022.2.11f1. After upgrading to 2022.2.15f1 with absolutely no other changes, all my decals show up as pink boxes now on Android.

    @Kurt-Dekker - I recommend you don't jump to conclusions on issues you aren't familiar with. This is a easily replicable issue on multiple releases of Unity that still exists several months later.

    @Ts1nd - Please let me know if you found a resolution to this problem. I would greatly appreciate it.
     
    Vagabond_ likes this.
  7. sahandsaedi66

    sahandsaedi66

    Joined:
    Dec 21, 2023
    Posts:
    3