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Procedural Skybox no longer working on Android build after Unity 5.3.5f1
Hello! I was using the procedural Skybox material for my mobile android game but as soon as I updated my Unity to 5.3.5f1 the build shows all of the procedural Skyboxes as black!
It looks just fine in the editor and I was able to build earlier projects with no issue with the Skybox.
The documentation stated this:
Supported Platforms
As of Unity 5.2, Procedural Materials are currently fully supported for Standalone (Windows, Mac, Linux; both standalone and webplayer), Android and iOS, PlayStation 4 and Xbox One build targets. Procedural material generation is CPU-based, and works on all hardware configurations on these platforms.
I don't know if there was some update that broke this? Any help would be awesome! Thank you.
Answer by Illuminism · Jul 02, 2016 at 07:43 PM
Found the issue,
The procedural Skybox shader from the standard assets is no longer up to date and conflicts with the one that has been added with the new update.
Deleting the shader from the standard asset package and re selecting the shader for the skybox to procedural material fixed the issue.
The correct shader to use is the internal shader.
Answer by rich-gg · Oct 15, 2019 at 11:32 AM
Hi there
This is 2019 and I'm having, I think, the same problem.
I can manage a custom skybox with no problem on the editor but once I make an Android Build, POF !, it desappears :S
And, ok I'm rather new to the unity community but it looks like the whole Internet is not aware of that problem, nor does it want to help me with that.
(tried on Android 8 and 9, with procedural skybox materiel as well as 6 sided) (posted about every where I could think off including here
were you able to fix this? Im having issues with my Android build. 2019.4.12.
$$anonymous$$y 360 skybox video does doe snot display but it works in editor. I cant find anything on interwebs to sort this.
Sorry for the late answer (I wrote myself a note to answer it but it got burried in my todos)
The solution for me was to remove the default scene from "Scenes in Build" inside the "Build Setting" panel
Once I only had the proper scene in that list, boom ! problem solved
:)