UV-tile discard, Potential SDK issue
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falsk
I'm going to copy the post I made in Poyiomis discord because I saw another person having the same issue I'm having with a completly different shader. This is making me question if this is an SDK issue maybe?
- Info -
Latest Poiyomi Pro release 9.3.49, Unity 2023.3.22f1, SDK 3.8.2
When I upload to VRC or emulate in unity the discard checkboxes instantly defaults to OFF.
It only happens when I have them in an animation clip (If I completely remove the FX and don't animate the properties the values stay).
It also ONLY happens on 1 of my materials on 1 of my meshes.
When the discard animation plays, it discards correctly on the keyframes but as soon as the animation is done, it defaults back to OFF.
The animations that controls the discard checkboxes also contains other keyframes for discards on other meshes and all of those work fine. It's only this specific material on this mesh.
What I've tried to fix it:
- I've changed the location of the UV tiles in blender (I moved them from row 0 to row 1)
- I've re-made the animations and layers in the FX (multiple times)
- I've 100% made sure that they don't get overwritten by any other animation
- I've re-made the material 2-3 times
- I've tried Write defaults on/off
- I let Chatgpt check my FX controller for any state machines being referenced/pointed to more than once (duplicate layers issue)
- I've downgraded the SDK to 3.8.1, 3.8.0, 3.7.6 - issue persists
- Tried with renamed discard parameters (RA) and without (A)
- I've looked through the locked in shader code and couldn't find anything obvious relating to it being a shader issue.
- Downgraded to 9.10 (pro) -> problems was COMPLETLY GONE. This lead me to think it is shader related but seeing as I saw someone have the same issue on another shader, I'm not sure anymore.
The fact that it works on everything except 1 mesh also makes me more lenient towards this actually being an SDK issue. Especially with the other animated property issues that I've seen in the latest SDK.
UPDATE:
I just found a fix for this after days of slamming my head against a wall.
I had 2 materials on this mesh. 1 material for 1 part of the mesh and another for another part of the mesh. The part I had issues with was called "bodysuit", the other part "hair". Bodysuit was in material slot 1 and hair in material slot 0. I swapped them in blender and re-exported. Now I have Bodysuit in material slot 0 and hair in slot 1. Now my discards work without any issue at all????
I have no idea if this is a unity bug, VRC-SDK bug, poyiomi bug or whatever it is but this seemed to fix it.
Luckily I don't discard anything on hair on this particular mesh, cause I'm not sure if that discard works now.
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