How to solve this: Shader wants normals, but the mesh SpriteManager doesn't have them

I’m a starter in SpriteManager… So after setting up the SpriteManger correctly, I got this error:

Shader wants normals, but the mesh SpriteManager doesn't have them
UnityEditor.DockArea:OnGUI()

I’m using the Transparent/DIffuse shader… and literally most of the shaders in the Transparent column.

You can’t use shaders that want normals (as the error says). Use an unlit shader.

–Eric

I’m getting the same kind of error and am using unlit shaders. It isn’t happening when I play the game, only when I select a model in the Project view. I assume I can ignore these errors? EDIT: The model disappears from the Preview pane in the Inspector when I turn off the Normals.

I turned off the Normals generation in the models as a test. I didn’t notice much difference. Should I have done? My thinking was the fewer things present, the less processing required. But I wondered if this generates more work elsewhere? Or if the shader doesn’t use the normals, then it makes no difference?

From my experience, this can also happen when you have deleted a material used by a game object like a text mesh which is still pointing to a deleted font material. I had exactly the same issue until I discovered that I had such a game object.