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Description
Describe the bug 💬
I've followed the advice to include the shader library as described here:
https://github.com/KhronosGroup/UnityGLTF?tab=readme-ov-file#ensure-shaders-are-available-in-your-build
After I did this, my iOS builds break.
Right after app start (before even the splash screen appears), Xcode stops the app with this error:
Script error: OnTriggerEnter2D
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
EDIT: These errors are actually UNRELATED and also occur in a working build. The crash occurs right after them, that's why I had mentioned these errors. In a working build, the next Xcode output is this:
XRGeneral Settings awakening...
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.XR.Management.XRGeneralSettings:Awake() (at ./Library/PackageCache/com.unity.xr.management@4.5.0/Runtime/XRGeneralSettings.cs:91)
So maybe the crash happens in this package? Dunno.
If I remove UnityGLTFShaderVariantCollection-BiRP again, it just works fine.
Steps to reproduce 🔢
- Add UnityGLTFShaderVariantCollection-BiRP to Unity 2022.3.62f3
- Create an iOS build
- Run it on a device
Files to reproduce the issue ♻
No response
Editor Version 🎲
2022.3
Render Pipeline and version
Built in Render Pipeline
UnityGLTF Version
2.17.8 (also tried with the latest version)
Operating System 👩💻
iOS
When does this problem happen?
- Editor Import
- Runtime Import
- Editor Export
- Runtime Export
Additional Info 📜
No response
Validations 🩹
- I have searched existing issues: no issue already exist that reports the same problem.
- I follow the Code of Conduct
- I provided a minimal reproducible example, including files when necessary.
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