List
Green-Tinted Screen Error on Android When Building with Unity 6000
Posted Date: 2025-01-16 14:44     Edited Date: 2025-01-20 7:22     Writer: aroman

Hi everyone,

I have an issue, and I'm wondering if anyone else has experienced it or knows how to solve it.

I've updated my project using Maxst 5.0.7 to Unity 6000. Everything works fine in the editor, but when I build for Android and run it on a mobile device, the camera appears with a green tint.

I suspect this is related to the YUV shader used by the camera on Android, which doesn't seem to work well with Maxst.

Does anyone know why this happens? What needs to be changed to make it work?

Thanks in advance for your help! 😊

Edit 1: I have tried everything, but nothing works... I just noticed that if I set up a new project in Unity 6000.0.29f (although it also happens in other similar tested versions) with the latest version of Maxst 6.2.1, the same issue occurs: the camera is completely tinted green...

Edit 2: As I see it, the error occurs if the project color is in linear instead of gamma... But in previous versions it works correctly in both.

Posted Date: 2025-01-17 17:43     Edited Date: 2025-01-17 17:43     Writer: system

The issue is caused by the color space of your Unity project being set to Linear. Switching to Gamma color space will resolve it.

ProjectSettings -> Android -> Other Settings -> Color Space : Linear -> Gamma

Posted Date: 2025-01-20 7:22     Edited Date: 2025-01-20 7:22     Writer: aroman

Why did it work in Linear color space with Unity versions prior to 6000, but now it only works in Gamma? Don’t you have plans to fix this issue?

For years, we’ve stopped developing anything in Gamma. Linear offers better color representation, greater light range without burning out, and is superior in many aspects. Additionally, all mobile devices have been supporting Linear perfectly for years now.

I believe that everything should be compatible with Linear today, especially considering that it worked flawlessly in previous Unity versions.

Could you please let us know if you can provide a solution, perhaps in the shader or elsewhere, to also support Linear?