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If this is related to "Shadow", "glow", and "DOF BLUR" not being available for OpenGL (mentioned in the same issue), are there any workarounds? For instance, avoiding certain process material settings?
Would you be able to test this with rc1? I can't test on iOS or Android at the moment myself, and there's been several bugs fixed in 4.3 related to at least Android
Could you please list some more hardware details about the android device? There's been bugs involving Adreno 5XX devices especially
In both cases, with the rendering method set to gl_compatibility, the particles remain invisible. This behavior is consistent with what I observed in version 4.2.2, indicating that the issue persists in 4.3 rc1.
For iOS, some improvements are discussed here: #89072 but would need further testing/validation, also related for iOS #88745 and #91436 (cherrypick for 4.2.2 that should have avoided the crash)
Tested versions
Godot 4.2.2 stable
System information
Samsung Galaxy M20 SM-M205N (Android 10), iPhone 15
Issue description
Steps to reproduce
Minimal reproduction project (MRP)
ParticleBug.zip
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