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Raze Jan 19, 2018 @ 5:39am
Texture turns invisible
So I've recently discovered the Cloth-Component in Unity and am now in the process of updating my avatars, but I've run into this issue where a part of my charakter turns invisible when viewed from the front, but is visible when viewed from the back.

So the old version looked like this, it had no problems other than that Cloth wasn't implemented on it yet: http://steamcommunity.com/sharedfiles/filedetails/?id=1272277534

Now that I implemented the Cloth on the parts I want to have Physics, it suddenly looks like this: http://steamcommunity.com/sharedfiles/filedetails/?id=1274322471

And this is how I configured it so far: https://gyazo.com/1b2a879ca0e6788b1c6e5fac9a81c86b

As I said I only recently found out about the Cloth-Thing in Unity and on other Avatars it is working fine so far without any textures suddenly missing.

Any help would be appreciated!
Originally posted by voltekka:
That's called backface culling, and is normally an intended behavior so that you don't waste resources rendering the other side of a poly when you usually don't see it. Unfortunately it causes issues like this when you actually do want to see the other side, or the visible side is facing the interior of a mesh and can't be seen.

The easiest way to fix this would be to change the shader you're using on the cape to one that turns backface culling off. Either choose a different shader, or alter the shader, adding "Cull Off". Examples can be found online regarding how to alter the shader. This does have a small performance impact, so try to avoid turning off backface culling except where you need to.

Another way to fix this issue could be to add an outline of width zero (assuming you don't want to see it). I've not tried this myself but have seen it mentioned.

Still another way to fix this issue in some circumstances is to duplicate the mesh and flip the normals on the duplicated mesh. This can be painful in VRChat, however, due to the poly limit.

I typically choose to alter the shader (I make a copy of the shader, append No Cull to the filename, and add the Cull Off directive to the shader in the appropriate location. I don't want to overwrite the original shader as I still use it everywhere else).
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voltekka  [developer] Jan 19, 2018 @ 7:44am 
That's called backface culling, and is normally an intended behavior so that you don't waste resources rendering the other side of a poly when you usually don't see it. Unfortunately it causes issues like this when you actually do want to see the other side, or the visible side is facing the interior of a mesh and can't be seen.

The easiest way to fix this would be to change the shader you're using on the cape to one that turns backface culling off. Either choose a different shader, or alter the shader, adding "Cull Off". Examples can be found online regarding how to alter the shader. This does have a small performance impact, so try to avoid turning off backface culling except where you need to.

Another way to fix this issue could be to add an outline of width zero (assuming you don't want to see it). I've not tried this myself but have seen it mentioned.

Still another way to fix this issue in some circumstances is to duplicate the mesh and flip the normals on the duplicated mesh. This can be painful in VRChat, however, due to the poly limit.

I typically choose to alter the shader (I make a copy of the shader, append No Cull to the filename, and add the Cull Off directive to the shader in the appropriate location. I don't want to overwrite the original shader as I still use it everywhere else).
Raze Jan 19, 2018 @ 7:59am 
cool, ty so much, can't test it rn but will test it later!

UPDATE: It worked! Thanks!
Last edited by Raze; Jan 19, 2018 @ 8:20am
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Date Posted: Jan 19, 2018 @ 5:39am
Posts: 2