Red screen on launching app
I followed the instructions and managed to get rid of the errors. However, when I launched the app, I get a red screen instead of what I am supposed to see in step 14.
Even when I re-launch the app, I still see a red screen.
Anyone else get the same issue as me?
Here are the full logs when I launch the app:
================ ======== ================ 2017-01-18 14:51:57.805998 ARpostcard2.0[395:51510] [DYMTLInitPlatform] platform initialization successful
2017-01-18 14:51:57.874299 ARpostcard2.0[395:51393] -> registered mono modules 0x101d81814 -> applicationDidFinishLaunching() 2017-01-18 14:51:57.996322 ARpostcard2.0[395:51393] Metal GPU Frame Capture Enabled 2017-01-18 14:51:57.996888 ARpostcard2.0[395:51393] Metal API Validation Enabled -> applicationDidBecomeActive() Renderer: Apple A9 GPU Vendor: Apple Inc. Version: OpenGL ES 2.0 Metal - 38.3 GLES: 2 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r ead_format GL_IMG_texture_compression_pvrtc OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 1946370688 Initialize engine version: 5.4.1f1 (649f48bbbf0f) OnLevelWasLoaded was found on WebCamBehaviour This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed System.WeakReference:GetObjectData(SerializationInfo, StreamingContext) SA.IOSDeploy.ISD_Settings:ContainsLibWithName(String) UnityEngine.UIVertex:.cctor()
[ line 375] (Filename: Line: 375)
OnLevelWasLoaded was found on KeepAliveBehaviour This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed System.WeakReference:GetObjectData(SerializationInfo, StreamingContext) SA.IOSDeploy.ISD_Settings:ContainsLibWithName(String) UnityEngine.UIVertex:.cctor()
[ line 375] (Filename: Line: 375)
-------- Shader compilation failed #version 100 #extension GL_EXT_frag_depth : enable precision highp float; uniform highp vec4 _ProjectionParams; uniform highp vec4 _ZBufferParams; uniform highp mat4 unity_CameraToWorld; uniform highp mat4 _NonJitteredVP; uniform highp mat4 _PreviousVP; uniform highp sampler2D _CameraDepthTexture; varying highp vec2 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; void main () { highp vec4 tmpvar_1; tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0); mediump vec2 tmpvar_2; highp vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/(( (_ZBufferParams.x * tmpvar_1.x)
- _ZBufferParams.y)))); highp vec4 tmpvar_4; tmpvar_4 = (unity_CameraToWorld * tmpvar_3); highp vec4 tmpvar_5; tmpvar_5 = (_PreviousVP * tmpvar_4); highp vec4 tmpvar_6; tmpvar_6 = (_NonJitteredVP * tmpvar_4); highp vec2 tmpvar_7; tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0); highp vec2 tmpvar_8; tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0); tmpvar_2 = (tmpvar_8 - tmpvar_7); mediump vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 1.0); tmpvar_9.xy = tmpvar_2; gl_FragDepthEXT = tmpvar_1.x; gl_FragData[0] = tmpvar_9; } -------- failed compiling: fragment evaluation shader WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader. UnloadTime: 1.062625 ms Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 3.349958 ms
Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 484. Total: 1.017750 ms (FindLiveObjects: 0.049833 ms CreateObjectMapping: 0.038250 ms MarkObjects: 0.743791 ms DeleteObjects: 0.184750 ms)
-> applicationWillResignActive() -> applicationDidEnterBackground() -> applicationWillTerminate() Setting up 1 worker threads for Enlighten. Thread -> id: 16f233000 -> priority: 1
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