Hi, i get this error for all my Unlit Materials with images/sprites as texture. How do I disable this property?
âUnityGLTF/UnlitGraphâ doesnât have a float or range property â_ANISOTROPYâ
Hi, i get this error for all my Unlit Materials with images/sprites as texture. How do I disable this property?
âUnityGLTF/UnlitGraphâ doesnât have a float or range property â_ANISOTROPYâ
Hi Katja, the error indicates that your Unlit materialâs shader (UnityGLTF/UnlitGraph) is trying to reference a property named _ANISOTROPYâeven though it doesnât actually declare one. This usually happens when a material (or an export process) expects a property that isnât needed for an unlit/sprite workflow.
You can fix this in one of two ways:
QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
Properties {
// ⊠other properties âŠ
_ANISOTROPY (âAnisotropyâ, Range(0, 1)) = 0
}
This way the property will be defined, avoiding the errorâeven if nothing actually uses it. If youâre using a Shader Graph setup for custom shaders, simply add a new float (or range) property named _ANISOTROPY with a default of 0.
These approaches should resolve the error by either ensuring nothing attempts to set a non-existent property or by explicitly declaring it in your shader. For more background on custom shader exports and handling such properties, our documentation covers these scenarios in detail (docs/export.html).
Hope that helps! Let me know if you need any further clarification.
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Can I disable it without script - just with unity/material/texture settings?
Hi Katja, if you want to disable the _ANISOTROPY property without using a script, you typically manage this through your Unity material settings rather than explicitly toggling properties.
For unlit materials using sprite textures, hereâs what you can do:
Material Settings: Open your material in the Inspector. Ensure you are using the correct shader (like the UnlitGraph or a standard unlit shader). Check if thereâs an option related to anisotropic settings. You may not find a direct toggle, as not all shaders expose anisotropic options.
Shader Options: Since you are using the UnityGLTF/UnlitGraph shader, check in the shader properties if it mistakenly references anisotropic properties. If those options are not visible there, then normally it wonât use anisotropic filtering unless specified in the texture import settings.
Texture Import Settings: Click on your texture assets. In the Texture Import Settings, ensure that the âAniso Levelâ option is set to 0. This should effectively disable any anisotropic filtering for that texture.
By following these steps, you should not need to rely on scripts to disable anisotropic handling and only utilize material and texture settings within Unity. If the issue persists, consider changing to a different unlit shader that may not check for anisotropic properties.
Let me know if you need more help with any specific settings!
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I set Aniso Level to 0, then I also unckecked âgenerate mipmapâ. but the errors presist
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Additional Question: the error I wrote about was shown in Unity.
Additionaly, in the Browser I get another error âTHREE.Texture: Unable to serialize Texture.â - are they connected by any chance?
Bot is wrong hereâŠ
This is already fixed in a newer UnityGltf version. Weâll bump the version in one of the next Needle releases.
Thanks!
@hybridherbst what do you think - does this issue affect my project (means, if I have to finish the project before one of the next needle releases)?
I am not quite clear which implications not-serialized textures have.
Sorry, didnât see this earlier â do you have a link to share? I donât think these issues are related.
And no, the in-editor error should not affect runtime (itâs just an error in the Material inspector)