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(1 edit)

Yes I saw your email as well.

To test, go into User Event 0 of the light_engine object and on line 5 where it says "if (false) // Force GLSL ES for testing" change it to true and see if that changes anything.  My assumption is the wrong shaders are trying to be used when it runs on iOS.

Apologies on the delayed response- I’ve been having a number of unrelated build errors for IOS that have kept me from testing your fix. I’ll be sure to update this post when I’m able to!