Wait! Is something wrong?
1. My character looks black.
There are a few reasons why your character might appear black.
A. When the Base Color in the character’s Material is set to black
- In this case, please change the Base Color in the Material settings to white.
B. When PotaToon settings are not configured correctly
Please check the following items, as most issues fall into this category:
-
Ensure that the Renderer Data Asset you are using has the
PotaToon Featureenabled.- Check if the Rendering Path is set to
Forward+.
- Check if the Rendering Path is set to
-
Ensure that the
PotaToon Charactercomponent is added to the character. -
Check if
PotaToonis enabled in the Volume settings.

What is the Renderer Data Asset you are using?
- It usually has a name like
URP-HighFidelity-RendererorPC_Renderer. - You can find it in the Render Pipeline Asset linked in the Toolbar > Edit > Project Settings > Quality settings.
For more details, please refer to the
Manual Setupsetup section in the Getting Started documentation.
2. My character looks white / hazy.
Emission Color
In this case, the Emission Color is usually set to white. Please change the Emission Color to black.
Duplicate or Convert tools may also cause the cloned avatar to appear white. In such cases, please adjust the Emission Color as well.
Gamma Space
If the Color Space in Project Settings is set to Gamma, colors may appear overly bright. Change it to Linear.
3. The shadow edges look jagged.
When the character’s size differs significantly from the default cube or when the Mesh Bounds size is large, the shadow edges may appear jagged.
Please adjust the character’s size so that it does not differ significantly from the default cube (scale 1). (An ideal size is around 0.5m to 3m in Unity units.)
- Please refer to here for notes regarding Mesh Bounds.
4. My preset does not apply its settings.
In this case, try again after you click the ‘All’ button in the volume settings.

5. (2021 LTS) Bloom is not rendered after build.
In 2021 LTS, Bloom may not be rendered due to Shader Stripping. In this case, use one of the following two options:
- Add the default URP Bloom to the Global Volume you are using, or
- Disable the
Strip Unused Post Processing Variantsoption in Project Settings > Graphics > URP Global Settings > Shader Stripping.
