When I get build from Unity for Mac OS X and run the game on Mac OSX, I get
ERROR:
Initialize engine version: 2017.3.0f3 (a9f86dcd79df)
GfxDevice: creating device client; threaded=1
2018-02-07 12:42:57.410 btm[28692:5744936] Color LCD preferred device: Intel HD Graphics 5000 (high power)
2018-02-07 12:42:57.410 btm[28692:5744936] Metal devices available: 1
2018-02-07 12:42:57.410 btm[28692:5744936] 0: Intel HD Graphics 5000 (high power)
2018-02-07 12:42:57.411 btm[28692:5744936] Forcing user selected device: Intel HD Graphics 5000 (high power)
Initializing Metal device caps: Intel HD Graphics 5000
Begin MonoManager ReloadAssembly
- Completed reload, in 0.137 seconds
WARNING: Shader Unsupported: 'Sandbox/VolumetricLight' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Sandbox/VolumetricLight' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BilateralBlur' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/BilateralBlur' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Pass 'FLIP_RGBARECT_TO_RGBA' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
Metal RecreateSurface[0x10d626e60]: surface size 1440x900
Setting up 2 worker threads for Enlighten.
Thread -> id: 7000014b6000 -> priority: 1
Thread -> id: 700001539000 -> priority: 1
UnloadTime: 4.903137 ms
Trying to access pass 4, but material 'Sandbox/VolumetricLight' subshader (0) has only 1 valid passes.
UnityEngine.Material:SetPass(Int32)
VolumetricLight:SetupDirectionalLight(VolumetricLightRenderer, Matrix4x4) (at C:\Users
Invalid pass number (5) for Graphics.Blit (Material "Hidden/BilateralBlur" with 1 passes)
UnityEngine.Graphics:Internal_BlitMaterial(Texture, RenderTexture, Material, Int32, Boolean)
UnityEngine.Graphics:Blit(Texture, RenderTexture, Material, Int32) (at
/Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/GraphicsBindings.gen.cs:2343)
VolumetricLightRenderer:OnRenderImage(RenderTexture, RenderTexture) (at
/Users/Shared/Unity/eatallthe/Assets/Volumetric/Scripts/VolumetricLightRenderer.cs:343)
FIX:
1- Edit > Project Settings > Player
2 - From Other Settings > Rendering, Uncheck "Auto Graphics API for Mac"
4- Re-Order as OpenGLCore appears above Metal
if debugging is the art of removing bugs, then programming must be the art of inserting them..
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