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Bug UV spacing gets messed up during runtime

Discussion in 'Editor & General Support' started by scr33ner, Jan 17, 2023.

  1. scr33ner

    scr33ner

    Joined:
    May 15, 2012
    Posts:
    188
    I'm using a procedurally generated mesh in my project.

    In the editor, it looks fine.


    However, in runtime, the UV spacing is gone


    I've exported the mesh to FBX format & opened in MS 3D viewer & Maya. It looks just as it does in the editor, perfect. It's only during runtime that the spacing is gone.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    I cannot see any qualitative difference between a few middle seconds of the above videos. Could you perhaps screencap and highlight side by side in a single image what you're talking about?
     
  3. scr33ner

    scr33ner

    Joined:
    May 15, 2012
    Posts:
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    Sure,
    Untitled-1.png

    I don't know what's going on.
    I've the FBX set to read/write, no compression & other normal/tangent settings are set to import.
    I've decided to work around this...not 100% satisfied they it currently is anyway
     
  4. Kurt-Dekker

    Kurt-Dekker

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    Oh, okay, I see it now. That looks like z-fighting.

    Press pause, go to scene window, select Overdraw mode and see if you have more than one piece of geometry there.

    If so either remove the other geometry or set them apart by a sufficient Z depth for all anticipated viewing distance.
     
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  5. scr33ner

    scr33ner

    Joined:
    May 15, 2012
    Posts:
    188
    Yeah, that's not the problem (that's what I thought at first also). I've consulted with plugin developer- it's a Unity flaw.