Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sprawl · Jul 03, 2017 at 11:33 PM · unity 5settingscompute shader

SystemInfo.supportsComputeShaders always false on Android

Hello,

I'm trying to get compute shaders to work on Android but SystemInfo.supportsComputeShaders always return false when my target platform is Android. When I select Windows as my target platform, it works well. To be more precise, I'm testing in unity editor with the Android selected at my current platform, not on an actual android device.

Here are the settings I'm currently using. I've also tried other settings based on information I've seen online. I am currently using Unity 5.6.0 and the android API target is 5.0.

alt text

Is there a setting I'm missing that could cause this ? Thank you.

computeshadersettings.png (20.7 kB)
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sprawl · Jul 04, 2017 at 09:13 PM 0
Share

I've tried with the most recent version of unity and I still get the same results.

avatar image tanoshimi · Jul 04, 2017 at 09:32 PM 0
Share

To clarify, is SystemInfo.supportsComputeShaders returning false on the Android device itself? (and, if so, are compute shaders actually working for you)? Or is SystemInfo.supportsComputeShaders returning false only in the editor when setting Android as the target platform?

3 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Sprawl · Jan 11, 2018 at 04:14 PM

This issue is now fixed in 2017.3 It might have been fixed in earlier 2017 version too.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image imbible · Jan 16, 2018 at 03:33 PM 1
Share

Hi, I wonder how you fixed it. I am using 2017.3, same settings as above, but I always get false. void Start () { Debug.Log("supportsComputeShaders: " + SystemInfo.supportsComputeShaders); }

avatar image
0

Answer by Bunny83 · Jul 04, 2017 at 09:40 PM

Well, do you actually test on an android device? You may want to check the ES 3.1 support of your device with an app like this. For example i have a Nexus 7 (2012) which only supports OpenGL ES 2.0. Your device need to support OpenGL ES 3.1 in order to support compute shaders.

The android API version is just a requirement but not a guarantee. If the hardware doesn't support it there's no way to make it work besides buying a more recent device that has support for ES 3.1

You can also try adding Vulkan as Graphics API.

I don't have any android device that supports ES 3.1 so i can't test it anywhere.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sprawl · Jul 05, 2017 at 11:39 AM 0
Share

Hey,

I think I wans't clear enough, I'll update my description. What I meant is that the compute shaders don't work in editor if the target platform is Android. I didn't try on the actual android device yet since I can't make it work in editor.

Thanks

avatar image Bunny83 Sprawl · Jul 06, 2017 at 04:55 AM 0
Share

Well, if your editor hardware does support compute shaders but they simply doesn't work when the target is Android you should file a bug report as suggested here..

You may have a look at the bottom of this page. It might be possible that OpenGL ES 3.1 might not be supported by your PC hardware. What OS and hardware do you use?

avatar image Sprawl Bunny83 · Jul 08, 2017 at 03:05 PM 0
Share

I'm using Windows 10 and I have a GTX 1070. I guess I might not have support for OpenGL ES 3. Do you know if there's a way to force unity to use other rendering methods (the one I'm using when Windows is my target platform) while having Android as a selected Platform ?

Otherwise I can't work while I have Android as a selected platform :(

Show more comments
avatar image
0

Answer by sbtp · Feb 08, 2019 at 12:44 PM

I had this problem in 2018.3. As @Okluckej mentioned in the comments. You need to turn off your Graphics Emulation under Edit > Graphics Emulation.

If you're on a Mac, there's an additional step. Turn on Metal Editor Support even if you are building for Android. It's in Player > Other Settings > Metal Editor Support.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

133 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Virtual Reality not supported!! 1 Answer

Posible Bug with Compute Shaders and DirectX11? 1 Answer

XmlException: a name did not start with a legal character 32 ( ) line 56 position 30 2 Answers

Auto-Jumping issue in unity 0 Answers

How do I remove the configuration menu? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges