Okay, thanks! Do you have any idea what causes that, because it doesn’t always seem to happen. I tried a simple example and it displays fine at runtime:
This is a model with three cube meshes, each with a different material set. The right one uses different fragment shaders that output different colors, but the left one is the built-in model material with different textures.
I saw this thread and this bug report, but they seem to describe a different issue—I’m not getting a crash and my models do render (but only using the first texture), but maybe it’s related?