Texture issues on IOS

I have more than one material because I have parts to run the animation on Android.
But none of the materials have an occlusion map

by user 680853402338721851

Now for IOS just try a different standing pose than the T pose and of course that the material is displayed correctly.

by user 680853402338721851

I’ll be back in the office end of the week and can take a look at your project - we’ll figure it out!

Thanks for the additional info

Great Thank you, and and congratulations on the hackathon victory :wink:

by user 680853402338721851

We managed it, it was because variables were used in the material in blender. Something must have gone wrong with the export.

by user 680853402338721851

Before, when things weren’t going well:

by user 680853402338721851

Afterwards, where it worked:

by user 680853402338721851

Thanks for the update, that is very strange –
so you’re saying in both of these cases the model looked correct in Unity but then looked different in Needle ?

This is indeed a bug in iOS QuickLook (RealityKit on Apple’s side) – I’m checking if we can work around it but not sure yet. It does not happen in SceneKit (their other USD implementation). I’ll report a bug nonetheless

Yes, exactly. Everything looks good in Unity, even on IOS and Android smartphones in the browser, but no longer in IOS when you click on the AR button.

by user 680853402338721851

I may have found a workaround; still looking into it

So the issue is that the mesh is double sided and QuickLook doesn’t really support that – in the next version it will be fixed, but in the meantime you can just set the material to not be double sided (use “RenderFace: Front” instead of “RenderFace: Both”)