Skip to content

UnityEQ VAT Lab

Troubleshooting

SymptomLikely causeFix
Animation doesn’t play in Edit modeAnimated Materials disabled in Scene viewEnable from the Scene view’s Effects toolbar
Animation plays only when mouse hovers SceneEditor isn’t dirty enough to advance _Time.ySame — enable Animated Materials
Leopard-spot artifacts on the meshTexture filter is bilinearOpen the texture, set Filter = Point, sRGB = OFF
Limbs drift / break at extremitiesBone weights stored in vertex colorsRe-bake — bakers write to UV3/UV4, not Mesh.colors
Ghost trails under TAAMotionVectors pass missing or wrongVerify the master shader has a MotionVectors pass; URP project asset has Motion Vectors enabled
Sprite billboards stretch when looking upCamera basis read is taking rows instead of columnsThis shouldn’t happen in V1 — file an issue with screenshots
VFX Graph bake captures no particlesThe graph did not emit EQVAT output-event samplesAdd 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 dataCached material wasn’t replacedRe-run the bake; bakers force-delete + create
Sprite mesh disappears when camera movesMesh bounds too smallThe Sprite baker overrides bounds to 1000m; if you copy / instance the mesh, preserve its bounds
Shader error: undeclared identifier 'LerpWhiteTo' in ShadowCasterURP’s Core.hlsl doesn’t transitively include CommonMaterial.hlslEach 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.
Report an issue with this tool

Opens our feedback form in a new tab with the tool name pre-filled.