Just had a chance to try the Tree_Leaves Far4 with the Diffuse fallback commented out and it shows pink in the android build. I will try the edited shader tomorrow.
Thanks for working through this with us.
So the billboard with the Unlit cutout shader shows correctly in the Android build.
Thanks Aaran. Just so you know (& as you expected) commenting out those lines in the shaders did not fix the problem.
Thanks Aaran, here's two screenshots from the mobile running your demo scene published as you described. The first one is set to billboard only and the second is on Use Both but with a large LOD distance.
Thanks Aaran, FYI - don't know whether this is relevant but we baked shadows in that scene as we are baking them for our Android app
-- Unity 2017.1 on a Mac running OSX Yosemite (10.10.5)
Ok so once I'd moved the declaration of the string ErrorMsg923 up to the top of CheckTree() all seems well.
Thanks for the support
Ok so got rid of the errors by replacing the commer after "Not Supported Yet" with an addition sign, adding a semi colon to the end of that line and giving the EditorUtility.DisplayDialog method a title (first parameter before the message.
Going to try and build now so fingers crossed ...
Ok so now I get these 2 errors-
Assets/LushLOD Trees/Scripts/_LushLODTreesManager.cs(1462,61): error CS1001: Unexpected symbol `You have a tree named "', expecting identifier
Assets/LushLOD Trees/Scripts/_LushLODTreesManager.cs(1463,59): error CS1001: Unexpected symbol `Okay', expecting identifier
Ok so we still get these errors when building:
Assets/LushLOD Trees/Scripts/_LushLODTreesManager.cs(1460,17): error CS0103: The name `EditorUtility’ does not exist in the current context
[3:49] Assets/LushLOD Trees/Scripts/_LushLODTreeWarning.cs(40,44): error CS0103: The name `AssetDatabase’ does not exist in the current context
[3:49] Assets/LushLOD Trees/Scripts/_LushLODTreeWarning.cs(49,58): error CS0103: The name `AssetDatabase’ does not exist in the current context
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