UnityEQ VAT Lab
Troubleshooting
| Symptom | Likely cause | Fix |
|---|---|---|
| Animation doesn’t play in Edit mode | Animated Materials disabled in Scene view | Enable from the Scene view’s Effects toolbar |
| Animation plays only when mouse hovers Scene | Editor isn’t dirty enough to advance _Time.y | Same — enable Animated Materials |
| Leopard-spot artifacts on the mesh | Texture filter is bilinear | Open the texture, set Filter = Point, sRGB = OFF |
| Limbs drift / break at extremities | Bone weights stored in vertex colors | Re-bake — bakers write to UV3/UV4, not Mesh.colors |
| Ghost trails under TAA | MotionVectors pass missing or wrong | Verify the master shader has a MotionVectors pass; URP project asset has Motion Vectors enabled |
| Sprite billboards stretch when looking up | Camera basis read is taking rows instead of columns | This shouldn’t happen in V1 — file an issue with screenshots |
| VFX Graph bake captures no particles | The graph did not emit EQVAT output-event samples | Add EQVATVFXGraphCaptureSource, assign the VisualEffect, match the output event filter, and expose eqvat_id, position, color, size, and alive attributes as described in Documentation/VFXGraphOutputEventContract.md |
| Bake claims success but in-scene render shows old data | Cached material wasn’t replaced | Re-run the bake; bakers force-delete + create |
| Sprite mesh disappears when camera moves | Mesh bounds too small | The Sprite baker overrides bounds to 1000m; if you copy / instance the mesh, preserve its bounds |
Shader error: undeclared identifier 'LerpWhiteTo' in ShadowCaster | URP’s Core.hlsl doesn’t transitively include CommonMaterial.hlsl | Each M_EQVAT_* ShadowCaster pass explicitly includes Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl before Shadows.hlsl. If you add a new master shader, replicate the pattern. |
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