Hello, I wanted to call attention to an issue that just bit us in the butt recently on our iOS game, just in case anyone else could be affected similarly, related to Unity 4.5 and (I suspect) the new way that shaders are handled. We upgraded our project to Unity 4.5 a while back, but only just now got to the point of performing a comprehensive test pass on our game across the spectrum of iOS devices. During this test pass, we discovered to our surprise that the app was broken on the iPhone 5S, iPad Mini 2 and iPad Air (the UI rendering was completely borked and the app totally unusable). We connected Xcode to one of these devices and discovered that it was a shader compile error, specifically: -------- GLSL error: ERROR: 0:6: '' : #version must occur before any other statement in the program The full error output, as well as the shader source, is attached. This shader pulls in a number of other Unity cginc files as well. With a bit of debugging, we narrowed the cause of our problems to the iOS Player Setting "Graphics Level" which was set to "Automatic". What this appeared to be doing was to cause our shaders to compile for OpenGLES 3.0 on these newer devices which support GLES 3.0, however the shader source generated by the project with this setting had the compilation issue mentioned here. To resolve this issue, we changed the "Graphics Level" player setting to "Force OpenGL ES 2.0". I looked through the history of our ProjectSettings.asset file, and prior to upgrading the project to Unity 4.5 we had been using the "Force OpenGL ES 2.0" setting, and I suspect that it was human error on the part of our team that caused this setting to get switched to "Automatic" when we upgraded our project to Unity 4.5. Nevertheless, I wanted to share our experience as a cautionary tale to anyone else developing for iOS - if you use the "Automatic" setting for "Graphics Level", be sure to test on the full range of your supported devices, as it appears that the "Automatic" setting can result in shader code which will potentially not compile at runtime!