At least thats the plan
You can package a zip with the necessary assets via Help/NeedleEngine/Zip Project
Cool
i’ll send it to you in about 30 minutes
thank you
The grid texture? Left is web in prod and right is in editor/dev build?
Left: Prod
Right: Dev
sorry, for swapping it.
Don’t mind the note with the color. Doesn’t matter. ||i’ve touched the material and changed the tint
||
Ok
going to debug later ![]()
Ok first findings:
-
the custom shader references lightmaps which dont exist in your scene so that’s why the 4x4 white texture is generated and exported
-
I think when I remove the custom shader and reference the grid material with a normal material it should work since the bug is most likely introduced by wrong texture-shuffling caused by the use of the json pointers (
textures/1). Will test that now

Yep so without a custom shader the shadow is correctly assigned (screenshot is a production build). Going to further debug it with the custom shader now
Ah, interesting.
Didn’t expect that Unlit shader / material would auto-include lightmaps But indeed these are force included in to the material

heyyyyyyy
(prod build)
Need to test more to cover other cases first tho - e.g. I think animation pointers dont work yet with the new transformer
awesome
hope that this isn’t just an edgecase for me but that it helps the overall framework’s integrity ![]()
Nope its not dont worry - this is something that was on my agenda anyways ![]()
Hey can you test again with the latest version?
Ok, I’ll get to it around this evening ![]()

