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Models import as flat pink models with different appearance per eye (Android/Meta Quest) #725

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atkulp opened this issue Oct 28, 2024 · 3 comments
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bug Something isn't working question Further information is requested

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@atkulp
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atkulp commented Oct 28, 2024

Describe the bug
Importing models from a C# MonoBehavior results in models that are with solid pink (no shading, like a silhouette) with each eye seeing the model at a different offset. Models appear fine in Windows Player, but not in Android build running on Meta Quest.

Left eye sees it in its correct location.
The right eye sees it offset to the right and it moves around based on head movement.

I'm not doing anywhere in my app that renders differently per eye and I don't manipulate the instantiated model.

Files
This happens with every model I've tried to load, but here's an example.

petroglyphs.zip

glTF Validator shows a few warnings that don't seem relevant, but no errors.

To Reproduce
C# Code:

public async void LoadModelFile(string modelFilename)
{
    try
    {
        GLTFast.GltfImport gltf = new ();

        var success = await gltf.LoadFile(modelFilename);
        if (success)
        {
            GameObject go = new();
            success = await gltf.InstantiateMainSceneAsync(go.transform);

            if (success)
            {
                return;
            }
            else
            {
                Debug.LogError(">> Error adding to scene", this);
                UnityEngine.Object.Destroy(go);
                go = null;
            }
        }
        else
        {
            Debug.LogError(">> Load failed", this);
        }

        Debug.LogError(">> Success", this);
    }
    catch (Exception e)
    {
        Debug.LogError(e.Message, this);
    }
}

Expected behavior
I expect it to load with correct shape, textures, and stereo view.

Screenshots
If you can do cross-view 3D (cross your eyes) you can align the grid and see how each eye has the model shifted a bit.
Gltfast model load issue

Desktop (please complete the following information):

  • glTFast version: 6.4.0
  • Unity Editor version: 2022.3.27f1
  • Render Pipeline and version: Universal Render Pipeline 14.0
  • Platform: Windows 11

additionally (if significant for the bug):

  • Device: Meta Quest 3 / Android 12.0 (12L, API Level 32)

Additional context
n/a

@atkulp atkulp added the bug Something isn't working label Oct 28, 2024
@snaik27
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snaik27 commented Nov 8, 2024

I'm also seeing this, adding my specs here too in case it helps

  • glTFast version 6.9.0
  • Unity Editor 2022.3.28f1
  • Render Pipeline: Built-in Render Pipeline
  • Platform: Windows 11
  • Device: Meta Quest 3
  • Target OS: Android API Level 34

@atteneder
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Hi,

Have you had a look at how to setup your project's materials and shader variants? Likely some are missing.

GltfImport, by default, does not log eventual problems unless instructed to do so. Initialize it like so and try it again:

GLTFast.GltfImport gltf = new (logger:new ConsoleLogger());

Now it should log errors/warnings to the console.

Let me know if you need further assistance.

@atteneder atteneder added the question Further information is requested label Dec 18, 2024
@snaik27
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snaik27 commented Dec 24, 2024

Hi @atteneder , thanks for the logger tip. Got an error saying to include the glTFPbrMetallicRoughness shader, great for later projects!

I did just need an unlit shader though, so I modified the glTFUnlit shader. Had to add a couple lines of shader code to make it work: https://docs.unity3d.com/2022.2/Documentation/Manual/SinglePassInstancing.html

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