Normal Maps Break At Runtime

I recently started adding some normal maps to my 2d game prototype. The problem is that the effect seems to dissappear once you star the game.

This is what my space ship looks like in when not running the game:

However once I start the game it immediatly turns to this:

The normal map still seems to still create that black stripe on the left side which changes depending on lighting angle, but it’s obviously not doing what it should anymore.

What am I doing wrong?

It is kinda hard to say, some more information would be helpful (Which shader are you using, how is you material and object set up, …).

Is you object marked as static?

I’m still quite early into firguring out shaders so right now I’m just using the Unity standard shader with the sprite as albedo input and the normal map as normal input in conjunction with a single directional light source.

The object is not marked as static.

With some further testing I was able to determine that the normal map was just scaled up to be several times larger up than the texture it was supposed to fit.

Changing the pixels per unit and then putting it back seems to have fixed the issue even if I still don’t have any idea what caused it in the first place