Notice the first picture Hazeem on the left is clean but he is URP/Unlit so he will never show any shadows. On the second photo Hazeem is URP/LIt and his face is disfigured. Spent about 3-6 hours troubleshooting. I tried cleaning him up in Blender twice Mixamo just rigged him wrong and Unity cant process him in the new upgrade.
#Issues with URP/Lit (NEED HELP)
1 messages · Page 1 of 1 (latest)
Try removing the normal and metallic maps one by one.
I tried that it just goes gray.
What goes gray?
Why would it go gray? You're not removing the albedo(base map) texture, are you?
Well not technically gray but I tried removing each one and it changed pigmentation. But the scars are still there even without the normal and metallic.
Can you show what it looks like?
With both unassigned.
Sure. Give me a moment.
No Metallic and No Normal.
It really looks like there are 2 meshes overlapping.
Can you screenshot the prefab hierarchy + the renderer inspector?
With the material category expanded.
Not this... On the first screenshot there is a material category in the renderer settings. Expand that.
Also try moving to gameobject a bit to the side...
That list was from materials in rendering settings. I just forgot to open it on the first screenshot. For some reason my pc was glitching and not letting me take the full screenshot again only the opened materials menu
That's the list of all the materials in the assets. That's not what I asked for... Read me previous message again.
But anyway, I can see that there's only one mat there. Try moving the gameobject to the side.
I was talking about this.
But it doesn't matter anymore
So that materials area it wont let me take a screenshot of everything with that open it only focuses on the category which I already sent
This is the character with no materials added. It is clunky and not smooth rendering like normal objects.
Mesh normals are corrupted or screwed up otherwise
Recalculating normals from import settings might fix it
I've only seen this type of issue with meshes ripped from another engine so that's what I suspect as the cause
But it could be that you tweaked the mesh externally for some other reason first which caused the problem
Could also be related to bone weights or blend shapes, technically anyway since they can modify normals on a per-vertex basis
But not sure how that could occur
I went through recalculating normals twice on Blender. I even did other steps, Center Origin, Apply Modifier and Mirror, Merge Vertices.
Does the error present itself on the mesh that you have not modified at all, and if so did you try Unity's import settings' import recalculation
Re-exporting a rigged mesh is likely to always break something because it's a lossy operation
Though the most important question is that is this a ripped or decompiled mesh to begin with
Well you seen how it looked when I chose Unlit it was clean. Just without proper shadows. Which will hurt realism later once I had animations.
That doesn't indicate anything about the actual issue
Unlit looks fine because it doesn't rely on mesh normals for any lighting calculations, as it has no lighting calculations
What is a ripped or decompiled mesh? It seemed fine When I exported it to Unity.
One that was exported into some 3D engine before being exported out of it again
Do you know where the mesh came from?
And if it seemed "fine" before was that using a Lit or Unlit material at that point, and what seemed to cause it be not fine
I created the image from my own art and made it 3D in Tripo. How do I even check on Tripo to see if the image is LIT or UNLIT? That would be a game changer I reckon.
The material would be unlit (or lit, or using some other shader), which is what applies the texture (image) onto a mesh
If the mesh displays a texture or reacts to light (or both), it has some kind of material
Again, this is not what I asked, but never mind.
Did you try moving the gameobject yet..?
I feel like you just have 2 overlapping GameObjects with the same mesh.
Tripo apparently is an AI mesh generator
I would not trust it to generate correct normals, so you should verify what kind of normals the mesh comes out with directly from that program
Preferably checking the normals in Blender using blender's tools
Checking for overlapping meshes/geometry is a good call
That’s literally the material dropdown you underlined that comes up on the Rendering Mesh. I just explained it’s Unity is not letting me take the full screenshot with that drop down opened.
No it's not. That's not the drop down. That's what opens up when you click the browse button next to a material slot.
I’ll have to look into doing that thanks!
I can literally see 2 prefabs that seem to use the same mesh in your scene...
If they're on the same position, they would overlap like that.
Are you talking about just opening the material tab?
Yes, that's what I was talking about. But as I said, it doesn't matter already.
You think they are overlapping? How can I check the hierarchy system is so confusing at first it’s not simple drag and click you have to find the files and extract stuff ugh 😑
It really looks like a shade is overlapping the object. But this only happens in URP/Lit
What's the parent object that you don't have selected now? Can you select it and take a screenshot?
For hierarchy system, I'd really recommend learning the basics of working with unity. It's a core aspect of unity and if you don't know how to work with it you're gonna fail hard. I recommend the beginner pathways on Unity learn.
!learn
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Okay.
Can you select all the objects in the scene aside from the one selected? Use Shift/ctrl + click.
Then if you hover on the left side of the hierarchy next to any object, there should appear an eye icon. Click it. Then take a screenshot.
If the normals issue is in the mesh, it should appear when imported into blender
And in blender you can also check for overlapping geometry by selecting individual vertices or faces and moving them to see if there's more beneath
Overlapping objects in unity are a separate potential issue
but both are possible
Yeah, I start thinking it's just extra geometry in the mesh itself.
So I should take it back to the blender you reckon?
Yes. You can also try checking it in unity via frame debugger, but that might be a bit more complicated than blender.
Also, since bone weights can technically mess up vertices, I'd pay attention if the issues appear before rigging or only after it
I need more help. This is not a rendering issue but with Animation and movement issue. I made a video showing my situation. https://www.youtube.com/watch?v=RvYbCA4HQq0
I drew the character and had his OBJ file exported in 3D through Tripo. Then I rigged its Center Origin, Applied Modifier Mirror, Merged Vertices, and Recalculated Normals using Blender. Once it was cleaned I had it exported through Mixamo and downloded the fbx file. If anyone can help me professionally please send me a message on Discord. My ac...
That green plus icon, seems like it was added in unity. try disable/hide it, or I'd say delete it