# SkyTimeOfDay / SkyDomeMesh look blocky on mobile

**URL:** <https://forums.unrealengine.com/t/skytimeofday-skydomemesh-look-blocky-on-mobile/471766>\
**Category:** Rendering\
**Tags:** Sky, time, actor, sun, unreal-engine, question\
**Created:** [September 22, 2020, 5:25pm UTC](https://forums.unrealengine.com/t/skytimeofday-skydomemesh-look-blocky-on-mobile/471766 "2020-09-22T17:25:03Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![xcyde](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xcyde](https://forums.unrealengine.com/u/xcyde)\
**Post date:** [September 22, 2020, 5:25pm UTC](https://forums.unrealengine.com/t/skytimeofday-skydomemesh-look-blocky-on-mobile/471766/1 "2020-09-22T17:25:03Z")

</div>

We’re trying to use the new SunSky-Actor and the material M\_SkyTimeOfDay (Engine Content) for the SkyDome.  
We’re deploying to Windows and Android (ES31) at the moment. In the Android the materials looks very strange.  
Is there a possibility to fix this?

 ![314588-screenshot-20200922-183851-porter.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/a/d2af23e28bad06078c2326edbaa40eb62bbb154c.jpeg)

How it should look:

 ![314589-ue4editor-l3xjmmhp53.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/2/0/620e593c91a7a41d8119ba73cd260f61dcc066c1.jpeg)

---

<div class="post-metadata">

**Author:** ![chentuo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@chentuo](https://forums.unrealengine.com/u/chentuo)\
**Post date:** [November 8, 2021, 8:01am UTC](https://forums.unrealengine.com/t/skytimeofday-skydomemesh-look-blocky-on-mobile/471766/2 "2021-11-08T08:01:57Z")

</div>

check the “full precision” in material
