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With asset bundles, should we target the build target or build machine?
I posted what I assume is a bug on the forums here: https://forum.unity.com/threads/issue-with-shaders-in-the-editor-when-targeting-android.1034107/
But I wonder if anyone has any insight on this? An overview of the issue is:
I am working on windows, unity is currently set to android as the build target
If I build some asset bundles for android (my build target) and use those asset bundles, I get issues with the shaders not working as expected (some fallback to unexpected shaders, and some shaders don't render at all, displaying pink)
if I build the asset bundles instead for my build machine (so, if I build the asset bundles targetting windows instead of android) then the shaders work as expected
This only seems to be an issue in the editor (android bundles seem to work fine on android devices, as to ios bundles on ios devices). Also tested on a mac where I had the same issue, and also had to build osx bundles in order for it to work in the editor.
I am currently under the impression that this is a bug, as it seems counter-intuitive that in order to test asset bundles, you have to test bundles that are built for your machine, rather than for your current build target...
If anyone has any insight on this, it would be much appreciated!
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