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打包后的场景中,场景中(包括预制体)所有StaticFlags均丢失
环境: [email protected] [email protected] Platform@Windows Editor,WIndows Standlone,Android
这使动态批处理应用无法为真机进行场景优化
另外在SVC文件已收集并参与打包后
项目A打包,项目A使用: 大概率正常显示 小概率需要ShaderVarableCollection.WarmUp()
项目B打包,项目A使用: 不显示,需要重新指定Material.Shader后才能显示
The text was updated successfully, but these errors were encountered:
这看起来更像是AB包和Unity本身的问题,已经搜索到了相关的报告,均未找到解决方式 这有更好的主意吗?
Sorry, something went wrong.
构建管线用的哪个?SBP吗?
是的,使用SBP管线进行构建
有关项目A打包资源,给项目B使用的场景中,材质显示不正确的情况,已找到原因: 两个项目的URP都需要同一版本同一Rendering Path 但目前GameObject.StaticFlags依然未找到解决方案
尝试动态加载预制体呢?
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打包后的场景中,场景中(包括预制体)所有StaticFlags均丢失
环境:
[email protected]
[email protected]
Platform@Windows Editor,WIndows Standlone,Android
这使动态批处理应用无法为真机进行场景优化
另外在SVC文件已收集并参与打包后
项目A打包,项目A使用:
大概率正常显示
小概率需要ShaderVarableCollection.WarmUp()
项目B打包,项目A使用:
不显示,需要重新指定Material.Shader后才能显示
The text was updated successfully, but these errors were encountered: