I have built my project to Windows 64-bit and to Android ASTC.
On Windows, the emissive effect where things seem to glow brightly, with a colored bloom around it, is working and looks the way I want it to.
However, on the Android build of my project, the emissive materials either don’t show at all (look completely black) or they don’t appear to have that bright white center. I’m not sure if they’re showing bloom either.
I changed my Target Hardware settings to Mobile Maximum to make sure emissive bloom was enabled. But this didn’t make any difference.
What else do I need to change, or is it just not supported on the hardware (LG V30 ThinQ) or shader model I chose?
Yes. Sorry I forgot to mention that.
I enabled it and restarted the engine before re-building to Android, in hopes that would fix the problem. But it did not.
Also there are no shadows in Mobile, from the Directional Light in each arena. Are my lightmaps too big or something? Or maybe it’s because most of the walls and floors are dynamic/moveable and maybe mobile can’t do that?
It’s slightly better than on the actual mobile: The engine lights up (just incorrectly), and it does look like there’s some kind of bloom around the glowing objects but again it’s not correct like in the Windows version.
And there’s still no shadows cast by dynamic objects but maybe I set it that way somewhere to try to get it to work on a weaker phone, I don’t remember.