Comments (7)
I think there is an override to not use the compute shader. Have you been able to test it on an IOS device?
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it works fine on iOS devices. I simply drag and dropped the prefab into my scene. Tested on xsmax and iphone 6 plus.
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We use it on a iPad with 12.4 and iOS 13. On both devices the gradient field is white. The same app works fine on multiple Android devices. Any advice?
Thanks a lot!
Edit 1:
Edit 2:
I connected one of the iPads with Unity Remote to my Mac. I got the following error message:
NullReferenceException: Object reference not set to an instance of an object SVBoxSlider.InitializeCompute () (at Assets/HSVPicker/UI/SVBoxSlider.cs:64) SVBoxSlider.Awake () (at Assets/HSVPicker/UI/SVBoxSlider.cs:49)
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Turns out, I forgot to copy the Resource Folder from your Project to our.
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Glad it's resolved!
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I celebrated too early. The test I ran was with Unity Remote. The actual build does not work:
2019-12-02 10:38:14.267949+0100 HourGlass[2581:110972] [DYMTLInitPlatform] platform initialization successful
2019-12-02 10:38:14.341499+0100 HourGlass[2581:110640] Built from '2019.2/release' branch, Version '2019.2.10f1 (923acd2d43aa)', Build type 'Release', Scripting Backend 'il2cpp'
2019-12-02 10:38:14.348803+0100 HourGlass[2581:110640] -> registered mono modules 0x1012708f0 -> applicationDidFinishLaunching()
2019-12-02 10:38:14.593814+0100 HourGlass[2581:110640] Metal GPU Frame Capture Enabled
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A7 GPU
Initialize engine version: 2019.2.10f1 (923acd2d43aa)
UnloadTime: 2.151125 ms
Metal: Compute shader (GenerateSVTexture.CSMain) has 1024 threads in a threadgroup which is more than the supported max of 512 in this device
Game started
I tried to lower the lower the thread size as mentioned here: https://stackoverflow.com/questions/45460277/unity-metal-compute-shader-has-1024-threads-in-a-thread-group-which-is-more-tha/45647059#45647059, but it didn't help.
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We manage to get the build working on the devices by disabling the shader:
supportsComputeShaders = false;
inside the awake()
SVBoxSlider
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Related Issues (20)
- 'HsvColor' does not contain a definition of 'NormalizedH'
- CSharp Files are missing namespace HOT 2
- Sliders do not refresh when changing from RGB to HSV - and viceversa
- Release for 2019.4 LTS HOT 1
- Update Readme pictures
- How to change color via script HOT 4
- Type or namespace ColorChangedEvent/HSVChanged Event could not be found HOT 1
- slight issue when used as a pop-up that uses different colors
- Errors on package import HOT 7
- Hue Slider doesnt update on mouse click only drag HOT 1
- Suggestion: Regenerate texture HOT 1
- On End Change Event
- Color Box doesn't update if you assign a colour via script HOT 3
- Cannot use HSVPicker HOT 2
- HSVColour picker NOT USABLE in a Unity build (only works in editor) due to unneeded using HOT 1
- Upgrade to 2020 LTS
- Move assets to Package
- Submit to OpenUPM HOT 1
- Doesn't work in the editor with Configurable Enter Play Mode
- Feature request: Circular picker automatic change color on picker position
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