I am developing a mobile game with Unity, and apart from the Distortion issue in Android OS, your plugin has some problems.
First and foremost, the biggest problem now is that some mobile devices can not find the .so file on an ARM-based device, so the effect is not visible
In any case, I have tested the PopcornFX Unity Realtime Demo from the Google Store on the problematic ARM mobile device.
It was confirmed that it works normally.
The version of Unity3D Editor I am currently using is 2.9p7. Please refer to the picture below for the folder structure.
And second, on AndroidOS, your plug-in does not support x86.
The x86 .so file can not be found on tablet or Android OS emulator environment, so the effect is not exposed.
When building the arm library, I would like you to build and distribute x86 as well.
If you look at the Unity manual ... It seems to apply the following folder structure.
(Note that Unity currently does not support arm64.)
For specific Android platform (armv7, x86), the libraries (lib*.so) should be placed in the following:
Finally, there is a problem with the color value of the billboard based particles in the popcorn FX effects editor.
1. Set the particle's color value to 1.0 or higher.
2. Bake to Unity.
3. Deploy it to your Android device.
In this case, the Max value of the color set to 1.0 or higher is fixed at 1.0.
Therefore, most color values result in white.
I saw an article recommending that you use a value of 1.0 or less.
If it does, the HDR value will not be applied.
When applying the Bloom effect, the Glow effect of the effect is not applied and the effect is too flat.
I want you to solve the first and the second of the above three unconditionally.
I know that popcornFx is a great middleware, and I am grateful to the developers since I got to know PopcornFx.
But ... if the above are not resolved ...
We believe that many mobile game developers, as well as us, have no reason to use Popcorn Fx on Android or iOS.
Hopefully the above problems will be solved ...