While using multimatierals the other day I noticed some strange behavior on ios. In our scene we have an object with several materials applied to it. Then as part of the animation we swap out textures on those materials to create the page turning and so on. While this works great on all the other devices when we tried it on iOS it simply reverts to the first texture for all materials. We tried both PBR and standard shaders and the same issue appeared on both. Any ideas what might be causing this
All fixed by @Deltakosh. Should bé in Tomorrow but the main issue is the number of bones 31 in one mat filling up completely the number of supported GPU uniform on ios. DK fixed the CPU fallback but it would be great if you could limit the bones for better x plat perfect.