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iOS build: Adding UnityGLTFShaderVariantCollection-BiRP breaks build #897

@derwaldgeist

Description

@derwaldgeist

Describe the bug 💬

I've followed the advice to include the shader library as described here:
https://github.com/KhronosGroup/UnityGLTF?tab=readme-ov-file#ensure-shaders-are-available-in-your-build

After I did this, my iOS builds break.

Right after app start (before even the splash screen appears), Xcode stops the app with this error:

Script error: OnTriggerEnter2D
This message parameter has to be of type: [UNREGISTERED]
The message will be ignored.
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!

EDIT: These errors are actually UNRELATED and also occur in a working build. The crash occurs right after them, that's why I had mentioned these errors. In a working build, the next Xcode output is this:

XRGeneral Settings awakening...
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.XR.Management.XRGeneralSettings:Awake() (at ./Library/PackageCache/com.unity.xr.management@4.5.0/Runtime/XRGeneralSettings.cs:91)

So maybe the crash happens in this package? Dunno.

If I remove UnityGLTFShaderVariantCollection-BiRP again, it just works fine.

Steps to reproduce 🔢

  1. Add UnityGLTFShaderVariantCollection-BiRP to Unity 2022.3.62f3
  2. Create an iOS build
  3. Run it on a device

Files to reproduce the issue ♻

No response

Editor Version 🎲

2022.3

Render Pipeline and version

Built in Render Pipeline

UnityGLTF Version

2.17.8 (also tried with the latest version)

Operating System 👩‍💻

iOS

When does this problem happen?

  • Editor Import
  • Runtime Import
  • Editor Export
  • Runtime Export

Additional Info 📜

No response

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