Your comments

Baking the scene could affect the lighting, but again, I can't think of any way that would affect the alpha clipping of those billboards to turn them into big black boxes. But the demo scene is partially baked, so if you test it with the demo scene, just don't change any of the baked data in the demo scene because that demo scene took a while to bake. :)

One more thing you can try: run a search in the entire LushLOD -> shaders folder for "#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu", and replace it with "//#pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu" to comment out those lines. 


The shaders were made with Shader Forge, and shader forge added those lines automatically. It's possible those lines could be preventing the shader from building to Android 7, although I would expect it ought to have generated errors and pink shaders if that was the case, so it's not likely commenting out these lines would solve the problem but I guess it can't hurt to try. I actually don't know what exactly those lines do but it's my understanding that they limit the shader to only work on those specific technologies.

This is strange. There are multiple strange things I see in your picture. First of all, I can't make sense of the shadows I'm seeing, I can't tell what tree is casting that shadow in the middle. But the shadows seem to be working (they aren't big black square shadows), but not the trees. And, I can see the high quality bark meshes, just chilling in the center of each billboard, which shouldn't happen on any setting.


You are probably correct that this is unlikely to be fixed that quickly. 


I'd like to blame it all on an error in the handling of the lighting, but lighting would never create big black boxes, even if the trees thought the scene was pitch black.


I have a lot of questions about what settings you used, but rather than ask a bunch of questions, maybe it would be quicker for you to try building the demo scene and installing it on the device, to see if the demo scene works. Here's the steps to do that:


1) Start with a brand new project, with no assets installed, so no chance of other assets interfering.

2) Download and import a fresh copy of LushLOD from the asset store.

3) Load up the Gaia Demo scene.

4) Go to File->Build Settings->"Add Open Scene" to add the Gaia Demo scene to the build.

5) In the project window, browse to LushLOD Trees -> Scenes -> Partial Scenes

6) Add the "Gaia Demo scene2" and "Gaia Demo scene_baked2" scenes to the build.

7) Go to Player Settings -> Other Settings -> Color Space, and ensure that it is set to "Gamma".

8) Build it to Andriod, and install it on the same device, and see if the trees look correct.

Sorry about that comma lol, yeah right after I posted that message I saw the comma and I quickly edited what I said. But you must have grabbed the text before I got my edit made. :) Anyway, I had to take my grandma to a doctor appointment but I'm glad you got it working. :)

Sorry about that, 


For the tree warning script, you can wrap the entire CheckTree() function in the #IF. Don't wrap the whole file in an if, because the class name still needs to exist. But the CheckTree() can be fully wrapped in the IF, and that should fix that file.


And for that line in the manager file, yep it looks like I missed that line to. You can replace that line with this code for now:


#if UNITY_EDITOR
                string ErrorMsg923 = "You have a tree named \"" + TreeUsingFastShader.Original_TreeName + "\" (instance \"" + TreeUsingFastShader.name + "\") that is using one of the Fast shaders. In this beta version, the Ultra quality level currently does not support the TreeCreatorLeavesFAST or TreeCreatorBarkFAST shaders. Only the non-fast shaders are supported. Expect this to be fixed soon. For now, if you wish to use Ultra quality, you must ensure that no parts of any of your Unity trees are using any of Unity's \"Fast\" Tree shaders. This needs to be done prior to converting your trees to LushLOD trees, and cannot be done after conversion. You can easily upgrade your scene to use the new trees after you re-convert them (All LushLOD trees in your scene have an upgrade button)."
                EditorUtility.DisplayDialog(ErrorMsg923, "Okay");
#else
                UnityEngine.Debug.LogError(ErrorMsg923);
#endif


And I will put these fixes into the next update as well. Let me know if there are any more errors that appear.

Darn, you're right, there is a using UnityEditor in that file that isn't wrapped. That post processor script doesn't even use UnityEditor anywhere as far as I can tell... you can simply comment out that "using UnityEditor;" line and the error should go away, since that line isn't even used or needed.


Let me know if that fixes it, or if there are any other unwrapped UnityEditor code that you find. 


If this fixes it, I'll be sure to remove that line from the next update so you won't see this happen again.

I loaded up _LushLODTreesManager.cs and it already has #IF UNITY_EDITOR wrapped around every occurrence of UnityEditor in the file as far as I can tell. Also the top of the file looks like this:


using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif 
using System.Collections;
using System.Collections.Generic;


So the statement "using UnityEditor;" is already wrapped in the if as well. So I'm confused how you're not seeing the #if wraps?


What version of Unity are you using?

I don't see any leaves in those trees. Are those the converted trees, or the trees prior to conversion? I can't tell from the screenshot. And that error on line 42 definitely shouldn't be happening, something odd is happening and I haven't seen this issue or heard any other users reporting anything like this...


Honestly I would start over, with a new project, targeting either windows or mac, just to run the converter without any potential issues that might be happening from targeting the htc vive VR platform.  Be sure to set the new project to use either Gamma or Linear color mode (whichever color mode you are using in your htc vive VR project), so that the converted trees will be using the same color mode that your main project is using. Then import just LushLOD and the trees package you're wanting to convert, and run the converter scene for those trees... running the converter on windows or mac, in a new project, might help resolve these errors in case they're happening due to some conflict.


The goal of all the above paragraph is just to get the conversion done without trying to do the conversion on a project that is targeting the htc vive VR platform, since I've never tested it with htc vive VR so targeting that platform could be causing some issue with the conversion process.


Once the trees have been converted, you can take a look at one of them and make sure it has leaves (at least). Assuming it does, then you can take the output folder it creates, and copy that outputted folder over to your main project (the project that targets the htc vive VR platform), and hopefully they will work there with no issues. You'll still need to install LushLOD on that htc vive VR project if you haven't already done so, so you'll have the necessarily scripts and shaders that the trees need. But you won't need to run the converter on the htc vive VR project, because the conversion will be done already... you can just drag and drop the trees from that output folder into a scene in the htc vive VR project and hopefully they'll just work. Keep an eye out for any errors during this whole process, because no errors should appear.

The mobileblur shader should be in your folder: Assets\LushLOD Trees\Internal Files\Shaders\Post Processing\Resources\MobileBlur.shader

Check and see if it's there. When you click on it, the inspector should show that it is named: Hidden/LushLODTree/MobileBlur

If you see it there, and it has the correct name, then it *should* be finding it and not generating any error on that line of code. What platform / operating system are you targeting with your build settings?