UV map is different in rendering than when viewing in the UV editor

by “to the game” do you mean the website? Or something else?
Another editor: yes for it to look correct any other editor needs to apply the UV transform that is stored in the glTF per object
It is what Felix and me mentioned above here Discord and Discord

Ok lemme try to explain, my English also sucks

by user 352162242961211404

So, I’m a modder, and what I’m doing is create a stage with light maps, and well u see this screenshot

by user 352162242961211404

Ok, in blender, the object looks fine, and in UV editor it looks completely wrong

by user 352162242961211404

by user 352162242961211404

But ok, i thought this was just blender being blender, so i exported this stage anyways with the new UV MAP, and when I import this stage, with the second new UV Map. Well…

by user 352162242961211404

In-game

by user 352162242961211404

The light map In the object is completely offset like it is on the UV Editor, out of place

by user 352162242961211404

But when I manually resized the UV MAP in X axis to the right, for it to look this this

by user 352162242961211404

by user 352162242961211404

In-game it finally was correct

by user 352162242961211404

But in blender it looked like this

by user 352162242961211404

by user 352162242961211404

Ignore the white meshes, just pay attention to the ground mesh

by user 352162242961211404

Ik I can resize the UV Map manually, so when I export the object I can be able to use it in-game, but some UVs are hard to fix, and I ofc if there was a way to prevent it from happening it would be nice and it would save me more time

by user 352162242961211404

@Marcel_Wiessler1 :cactus:
I apologize for the trouble, I hope I was able to explain myself better know

by user 352162242961211404

Or well, maybe I’m missing any plug-in in blender?

Also u guys suggest any version of blender in specific for needle?

by user 352162242961211404

Ok I understand now :wink:
May I ask again what “in-game” means here? What tool or game engine are you using?

What we can possibly do is adding an option to apply the UV offset (that we store in the objects data) and apply it to the UV. It would look like this then for example