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I am using a SamplerImage in the editor on Windows, it works great when running in the editor. As soon as I use it in a build, it fails to "see" images provided by the SetSampler() function. It only uses the default texture of the textureSampler.

I'm only using the texture in a Spawner script in my effect. In unity, the compression on the texture is RGBA DXT5. I'm using plugin v2.9p9, Unity 2017.2.0f3.

My script runs in a timeline track, during "internal Animation Update" stage as shown in the execution order graph here: https://docs.unity3d.com/Manual/ExecutionOrder.html.
asked by scott.peterson (330 points)

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Best answer

Hello Scott,

We indeed managed to reproduce this bug, it is apparently due to the texture resource not being in "Read/Write" mode.

In your project explorer, you should be able to select the textures to sample and check the "Read/Write Enabled" box:

Hope this will solve the issue.

Best, 

answered by Paul (7.9k points)
That solved my issue. Thank you very much!
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