Comments (6)
Appears to be caused by internal floating point precision issues. As an alternative workaround, use an unlit material.
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@brnkhy Think we could just set a minimum y scale value?
from mapbox-unity-sdk.
I just bumped into potentially this issue ... but only on Windows 10, Unity 5.6.2f1. Pitch black.
On MacOS with Unity 5.6.1f1 this issue doesn't happen, although I did notice that at small tiles (say 0.5 TileSize), lighting doesn't quite work and I get a dim terrain.
Unlit is a workaround for now.
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So far I've only come across that issue on one of my Android devices using Slippy
demo.
Spent some hours fiddling with various settings and the combinations thereof.
Hope I haven't forgotten anything but these are the only changes needed for Slippy.unity
(from develop
) to consistently reproduce the issue on Samsung Tab S2 8"
.
Does not occur on OnePlus 3
or Windows native
or Windows Store/UWP
.
Map
- at
47.04071, 12.83326
Zoom
:14
results in:
If I change SlippyTerrain/Factories/Resource/TerrainMaterial -> Shader
to Unlit/color
everything is white.
If I change it to Unlit/Texture
✅
If I change it to Unlit/Transparent
✅
If I change it to Unlit/Transparent Cutout
✅
If I change the shader back to Standard
but set map zoom to 15
it also works:
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This is almost certainly related to a floating point precision issue, specifically in how lighting is calculated when the tiles are scaled so far down.
Another workaround is to increase the tile size when using lower zoom levels (this results in less transform scaling).
from mapbox-unity-sdk.
Fixed: 032466b
from mapbox-unity-sdk.
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