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Transparent materials appear black or opaque after runtime import on Meta Quest. #809
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Thanks for providing a test file – |
verified indeed seems to be a problem with the pbrgraph shader, with gltfast no problem. looking forward to the bug being closed |
@hybridherbst @pfcDorn do you have a guess as to when we might get a version with this fix? |
@pfcDorn could you please check this again? Thanks! |
Hi @hybridherbst @pfcDorn, I wanted to check in on this issue. Could you provide an update on the progress or if any further details are needed? Let me know if I can help in any way. Thanks! |
Hey @EfimBash could you try on latest dev? I think you can use this URL in your manifest.json:
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Hi @hybridherbst, Let me know how can I help |
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Describe the bug 💬
When placing the GLB model in the Unity scene before building the app, all transparent materials (e.g., glass and EyeAO) render correctly. However, after building the app and loading the model at runtime using the GLTFComponent, all surfaces with transparent materials are rendered as black or opaque instead of transparent.
On the left (black eyes), you can see the model that has been instantiated, and on the right, the model that was already in the scene.

Steps to reproduce 🔢
Files to reproduce the issue ♻
avatarToTest.zip
Editor Version 🎲
2022.3
Render Pipeline and version
URP
UnityGLTF Version
2.14.1
Operating System 👩💻
Android
When does this problem happen?
Additional Info 📜
No response
Validations 🩹
The text was updated successfully, but these errors were encountered: