04-22-2022, 08:39 PM
(04-22-2022, 02:14 PM)_Aka_ Wrote: Ok, managed to reproduce this one, and found a work around. I still need to look deeper into this and make sure this fix is solid, but if you are in a hurry, here it is:
In CGData.cs, go to line 2004, and replace this line:
private static readonly Material NullMaterialDictionaryKey = new Material(Shader.Find("Diffuse"));
with this one
private static readonly Material NullMaterialDictionaryKey = new Material(Shader.Find("Standard"));
Will keep you updated
This one was unrelated to your problem. It is an issue I discovered trying to reproduce yours. Basically, in my code I need to create a default material. Using the Diffuse shader works fine as long as it is included in the build. In all my previous builds, this shader was included (because used in the build scenes). While trying to reproduce your issue, I happened to make a build without that material (that I thought was by default included by Unity in all builds), thus having an exception raised by the Shader.Find method.
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