Why does my cubemap result in what looks like bad texture coordinates?

Hey Eric,

I seem to have made a break through in what is different between the setups and that is scaling. If i scale the skybox mesh by say 1000 in each axis you should see what I am seeing, I tried scaling on the instance and also scaling in the mesh editor and saw the same effect, only on mobile when deployed to my phone.

It sounds like a bug perhaps related the wrapping around of variables within a shader or some CPU code, either way it sounds like something that should be checked out as it results in inconsistent behavior.

Thanks again for sticking through on this, if you could let me know if anything happens further that would be great as I’d love to know.

Thanks

Hey Maddius -

The scaling factor was the issue increasing that caused the same error that you are seeing. You can get the texture to work on mobile as you wish if you take just the Absolute World Position node and plug it into the Cubemap’s UV and Customized UV 0 input.

Thank You

Eric Ketchum