Unity MiniMap not Rendering on Phone - unity3d

I'm currently doing a little 2D game where you can walk around and interact with things. Unfortunately I encountered a problem. When I made the minimap and tested it, everything went smoothly.
Here i tested it on pc in Unity
But when i build it to my phone and tested it there i just got this black square instead of my minimap.
On my Phone
I searched online in stckoverflow and in Unity docs but didn´t find anything.
Here the settings from my cameras
My main camera
My MiniMap Camera
And the Settings from the
Render Texture

I solved the broblem. I just had to do the depth buffer to "at least 24 bits depth" on render texture

Related

Meta Avatars have white textures in Unity Build

I really searched a long time for a solution of this problem, but I couldn't find it. Maybe one of you know, how I can fix this problem.
I created a Unity VR project for the Oculus Quest 2 and downloaded the Meta Avatar Plugin. I followed this tutorial on YouTube.
Everything is working fine during the Game Mode in Unity. But when I am building it, the Avatars has completely white textures, like in this screenshot.
I am using Unity Version 2021.3.5f1.
I think it has something to to with the building process/ Shader setup from Computer to Android, but I am not sure where or what I can change to make it run.
Does anyone has an idea?
After one day it worked suddenly. I think it was the answer from Philipp, with the Graphics settings:
Try this: Click on your relevant surface in Play mode and check what Shader the Material is using. Then stop, and go to to Edit -> Project Settings -> Graphics. Scroll down to the Always Included Shaders list and add the Shader you noted before to that list. Now compile again and see if the issue persists. (If it does, you may want to look into e.g. the Player -> Color Space setting, which can be Gamma or Linear.) –
Philipp Lenssen

Unity Mobile depth buffer precision

I'm a mobile game developer using Unity Engine.
Here is my problem:
I tried to render the static scene stuffs into a render target with color buffer and depth buffer, with which i render to the following frames before the dynamic objects are rendered if the game main player's viewpoint stays the same. My goal is to reduce some of draw calls as well as to save some power for mobile devices. This strategy saves up to 20% power in our MMO mobile game consumption on android devices FYI.
The following pics are screen shot from my test project. The sphere,cube and terrain are static objects, and the red cylinder is moving.
you can see the depth test result is wrong on android.
iOS device works fine, The depth test is right, and the render result is almost the same as the optimization is off. Notice that the shadow is not right but we ignore it for now.
However the result on Android is not good. The moving cylinder is partly occluded by the cube and the occlusion is not stable between frames.
The results seem that the depth buffer precision is not enough. Any ideas about this problem?
I Googled this problem, but no straight answers. Some said we cant read depth buffer on GLES.
https://forum.unity.com/threads/poor-performance-of-updatedepthtexture-why-is-it-even-needed.197455/
And then there are cases where platforms don't support reading from the Z buffer at all (GLES when no GL_OES_depth_texture is exposed; or Direct3D9 when no INTZ hack is present in the drivers; or desktop GL on Mac with some buggy Radeon drivers etc.).
Is this true?

Unity: 3D screen resolution android

So far I have only encountered tutorials and stackoverflow answers that address 2D and UI issues. Mine is a bit different I feel because it pertains to 3D games. I have a 3D game that I try to build on android using Unity remote, but for some reason it comes out being stretched out on my phone. How do I go about addressing this? Does it have to do with the camera?? Does the Fit All Screen Size asset resolve this (https://www.assetstore.unity3d.com/en/#!/content/22132) or is it only for 2D things? Thanks for your time! :)
Screen shot from Unity Remote via mobile phone. You can see how it's quite stretched out here:

Unity game too dark in android device?

My Unity Game in android device is too dark. I added Sprites to my game and that sprites very dark. I tried to added lights but lights also not working.I am getting following warning on every light object Lighting has been disabled in at least... And also tried to enable lighting in the scene view. **On UNITY Editor it is not dark . But it is too dark on ANDROID **
You provided close to no information about the problem but...
Try setting your lights to Render Mode: Important in Inspector, also check your Quality Settings for pixel light count and make the default value higher.
If you want more accurate answers that will help you resolve your problems faster - try adding some pictures of the problem and the whole error log.
I fix this problem by changing color space from linear to gamma
You can change this property in player settings -> other settings:

Canvas UI does not render in GVR (Google Cardboard) in Unity 5.3.5

Background
I am using Unity3D 5.3.5 to develop a Google VR (Cardboard) project
Introduction
I added a canvas button to my scene. It shows up in scene mode and sometimes in Game mode but never when I run the project
What I have tried
Turning off Direct Render for Main Camera
Setting up Render Mode of canvas to World Space
Adding Main Camera to Event Camera
Observations
Button shows up in Scene and Game Mode but not during Play mode
Though the UI does not show up, Physics Raycaster in the reticle hits the button.
Screenshots Below
This is a Unity bug. In the forums they mentioned it will be fixed in 5.3.5p5.
Its also noted in known issues for gvr:
Starting with 5.3.4p2, a bug in Unity prevents rendering World Space
uGUI Canvases into a RenderTexture
https://developers.google.com/vr/unity/release-notes#v080_initial_release
It works in older version(5.3.4f1), if you need to test it right now.
in your canvas change Render Mode to-> Screen Space Camera
change Render Camera to -> Your camera
change Plane Distance to a very low number but not negative