Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Unity 5.1.3 - Skybox reflection problem in WaterProDaytime Shader on Windows Phone 8 Device

Discussion in 'Windows' started by sdkfz250, Oct 9, 2015.

  1. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Hi,

    I use a water plane with WaterProDaytime shader in my project and the skybox reflection is perfectly shown on the water surface in the Game Editor. However when I compile the project for my Windows Phone the skybox reflection is rotated 90 degrees on the water which looks awfull.

    When I rotate the camera along the horizon the clouds are reflected (moving) vertically on the water plane instead of a horizontal movement.

    Here is the wrong reflection shown on Windows phone.


    Here is the same scene in the Game Editor showing how it should look like:


    Any tips what i can do to get this error corrected on my WP8 device? Can this be corrected in the shader code?

    Many thanks


    Michael
     
  2. Ignas83

    Ignas83

    Unity Technologies

    Joined:
    Mar 26, 2013
    Posts:
    28
    Windows Phone 8.0 is deprecated, development has stopped and it's very unlikely that this bug will be fixed (especially since it's WP8.0 specific and doesn't manifest on other platforms). I suggest upgrading to WP8.1 or Windows 10 :) It must be possible to write your own shader or fix existing one but I'm no expert on the subject.
     
  3. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Hi Ignas. Thank You. I have WP8.1 on my Phone. In Release 5.3.1 there is only one option to compile for WP8. I tried the last Unity update which offers Microsoft Store Support with WP8.1 but the bug was the same with some others more. After that experience I decided to downgrade back to 5.3.1.

    Regards

    Michael
     
  4. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,673
    Windows Phone 8.1 option in Unity is located under Platforms "Windows Store", then choose SDK Phone 8.1
     
  5. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Hi,

    I compiled my Scene under "Windows Store" with "phone 8.1" and the shader is working right now. However, the water (waves) animation is totally slow now and stucks. I can't believe it. At least under WP8 water animation was absolutely smooth.

    What is now the Problem?
     
  6. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,673
    It's impossible to say without a repro, how are you animating waves? Are you using Master configuration ?
     
  7. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Hello Tomas,

    animating waves means that I use the shader: WaterProDaytime with the offered Settings like: Wave Scale, Reflection distort etc. Nothing more.

    The Scene runs absolutely smooth on my phone when I compile it under WP8. Here is a video-link where you can see how it stucks under "Windows Store/WP8.1"

    http://www.kyrandiasoft.de/Unify/WA001.mp4
     
  8. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,673
    So I'll assume you're using Master configuration, could you attach UnityPlayer.log, also try attaching Editor profiler to player.
     
  9. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Here is the UnityPlayer.log

    ****************************************************
    Module information:
    Built with Compiler Ver '180030723'
    Built from '5.1/release' branch
    Version is '5.1.3f1 (b0a23b31c3d8)'
    Debug build
    Application type 'XAML'
    Used 'PhoneSDK 8.1'
    PlayerConnection initialized from C:/Data/SharedData/PhoneTools/AppxLayouts/1caed995-ffdb-4bf6-a2ce-a22cec506625VS.Debug_ARM.User/Data (debug = 0)
    PlayerConnection initialized network socket : 0.0.0.0 55417
    Multi-casting "[IP] 10.149.212.237 [Port] 55417 [Flags] 2 [Guid] 2764377749 [EditorId] 3660243155 [Version] 1048832 [Id] MetroPlayerARM(Lumia-930) [Debug] 0" to [225.0.0.222:54997]...
    GfxDevice: creating device client; threaded=1
    Disabling Low Latency presentation API.
    Direct3D:
    Version: Direct3D 11.0 [level 9.3]
    Renderer: Qualcomm Adreno 330 (ID=0x46363432)
    Vendor: Qualcomm
    VRAM: 479 MB
    Warning: There are known driver bugs related to shadowmaps on 'Qualcomm Adreno 330', shadows will be disabled.
    Initialize engine version: 5.1.3f1 (b0a23b31c3d8)
    Disabling independent input source.
    Logical Screen DPI is 249.60.
    GlobalManager 'NetworkManager' is not included.
    GlobalManager 'MasterServerInterface' is not included.
    Begin showing splash screen.
    End showing splash screen.

    ******************************************************

    I am sorry, but I am quite new in Unity. Could you please explain what do you mean with "try attaching Editor profiler to Player"?

    Michael
     
  10. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,673
    Well, first of all, you're using Debug configuration, that's why it's so slow for you...In Visual Studio solution, go to Build->Configuration Manager, and set Active Configuration to Master.

    As for profiler, if you want to use it, switch to Release configuration, it's the same as Master, but with profiler code enabled. Profiler is located under Windows->Profiler in the Editor.

    More documents on this:
    http://docs.unity3d.com/Manual/Profiler.html
    http://docs.unity3d.com/Manual/windowsstore-profiler.html
     
  11. sdkfz250

    sdkfz250

    Joined:
    Apr 17, 2015
    Posts:
    15
    Hey great, this was the problem. Program runs now smooth as expected.

    Many thanks

    Michael