It looks as though it hasn’t been entirely fixed though. Comparing the console history with our git history of the materials in config.json has revealed another issue. For example, the log says:
… Setting property Diffuse (data.diffuse) from … to neutral (1.000, 1.000, 1.000) ([1,1,1]) as Diffuse Tint (data.diffuseTint) was set to False (false).
The issue is that many of our projects are old, and the diffuseTint property was called diffuseMapTint back then. However this is ignored when materials are converted in the latest editor version, and it just nukes the diffuse color. This happens for emissiveTint (emissiveMapTint) too, and maybe even other properties.
At the moment, we’ve had to pull the handbrake on using the editor on all our projects until this is fixed.
Thank you for your patience and apologies once again for holding up your project development. We have just rolled out a patch to take into consideration those legacy tint property names.
If you need any other assistance please do let us know.
I have two projects that use materials with opacity. In one project, opacity keeps breaking—it always displays as white instead of being transparent. Creating a new material doesn’t solve the issue. When I copy a material from the project where it works correctly and paste it into the other project, the material is pasted in a broken state. The only solution that worked was forcefully launching version 1.74.0 through the address bar and performing a hard reset. Is there any solution to this?
That is the console panel in that picture located at the bottom of the editor. Click the status bar to open it and you should see the view history button for all changes
Hiya, I’ve got an issue with the black material. You can see the video texture in my published version from November 25th. But the same texture is black on the current version, which needs publishing. How do I fix this?
@lewis_foxall - can you please post material settings for the material used to render the video?
If emissive texture slot is used for the video, it’s possible you might need to set the emissive tint color to white if it is black.
The first image of the same project is forced to use engine 1.64.4, which was still displaying normally not long ago. Suddenly, it prompted me that I do not support WebGL 2.0 and the exposure is too high. The second image is the latest version 1.75.1, which is displaying normally. The problem is that many of our old projects rely on the old engine for writing, and it is impossible to change all the code in all the projects, Overview | Dashboard | ceshix7 | PlayCanvas | 3D HTML5 & WebGL Game Engine
This is only a small issue with the launcher if using old engine, as the flags it internally uses has been changed to better accommodate WebGPU for the newer engines.
@KPal is investigating a way to hide those errors for older engines.
I’ve just started to have this same black material issue today. I’ve been working off and on with this project for the past month with no issues until today. As you can see the previously imported objects and their materiaI’s are fine.
I would appreciate some help, please.