-
Notifications
You must be signed in to change notification settings - Fork 495
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Long shader compilation time for Android #802
Comments
Hey, couple questions:
With the included variant collections this should not happen. Generally, if you want to load any type of GLTF at runtime (as you typically want), then there are relatively large number of shaders to include, but not as many as visible in your screenshot. |
@hybridherbst i'm facing similar issues at importing asset at runtime. I've installed the UnityGLTF 2.14.1 version via github URL in Unity version 6.0. |
Yes, using the provided Shader Variant Collections is the suggested resolution here. Adding to "Always included" will cause Unity to compile a giant amount of unnecessary variants, which they told me is "by design" unfortunately. Please use the Variant Collection! And if that doesn't work, please open a new issue. |
Hello! I'm working on a project involving a Quest 3s (Android) device and Unity. I am currently trying to load a .glb file and visualize it in VR. I'm facing a problem regarding missing shaders, which should be possible to solve by adding UnityGLTF/PBRGraph to the list of always included shaders. However, when I do this I get the following error:
Error building Player: UnityGLTF/PBRGraph has too many Shader variants (1179648)
After taking a look at the issues, I've found this comment saying that I should try preloading the predefined shader variant collection. This leads to a huge compilation time, due to a big number of variants.
Is there anything I could do to speed this process up? I'm building using Unity 2022.3.8f1
The text was updated successfully, but these errors were encountered: