Skip to Content
Wait! Is something wrong?

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 Feature enabled.

    • Check if the Rendering Path is set to Forward+.
  • Ensure that the PotaToon Character component is added to the character.

  • Check if PotaToon is enabled in the Volume settings.

RendererDataAsset

What is the Renderer Data Asset you are using?

  • It usually has a name like URP-HighFidelity-Renderer or PC_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 Setup setup 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. VolumeAll

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:

  1. Add the default URP Bloom to the Global Volume you are using, or
  2. Disable the Strip Unused Post Processing Variants option in Project Settings > Graphics > URP Global Settings > Shader Stripping.

RendererDataAsset

Last updated on