First time building and running my Unity3D app on my iPhone and it appears that all the textures are missing. Everything is just a solid block of whatever color I made it. When running in Unity I see everything correctly. See images below.
To complicate things I'm using custom shaders, and all the objects are custom procedural meshes. Quads that I build in script. If I switch the paper backplate shader to a built in shader I still only see white on the iPhone.
So I suspect that somehow the textures just aren't making it to the iOS project. When I look in the iOS project I can't find any textures. Where would they be in the iOS project? For example in Xcode under Build Phases > Copy Bundle Resources the only thing there is the Images.xcassets, which only contains the splash screens and icons.
Surely I'm missing something simple.
I tried renaming the folder where I keep my textures to "Textures". Also my textures are not built in to the shader but added programmatically like this:
void Awake ()
{
meshFilterComponent = GetComponent<MeshFilter>();
Material material = GetComponent<MeshRenderer>().material;
material.SetTexture(0, paperTexture);
material.color = new Vector4(1f, 1f, 1f, 1f);
}
Where paperTexture is set up in the GameObject to point to the correct texture. Is there any way to force a texture to be part of a build? Let's say that you swap out textures in code, like swapping themes, how would you make sure they're all there to be loaded as needed?
Running On iPhone:
Running In Unity3D: