Ok, so everything always worked fine. I haven’t really changed anything, just been building more of my level.
Here’s the assets I use currently in my project:
- Gaia
- Enviro
- Veg Studio Pro
- Game Creator
- Emerald AI (99% sure this has nothing to do with it…)
So if you look at the screenshots, pink things have been randomly appearing around my camera after I walk around for a second, sometimes when I don’t walk around at all. I cannot figure out what they are! I know that pink usually means the material is wrong or not applied. I’m using URP but all of my materials are converted. 99% of my assets are from Synty Studios.
I’m at a loss on this one. I have tried disabling things in my hierarchy, idk, I just can’t figure it out. When I change the near clipping plane you can’t see the pink, but that’s because the camera is rendering further out, but in scene view it’s still there… help meh!!!
I’m on 2019.4.16
Pink usually means geometry rendered using a broken material, usually one missing a required texture.
Run and press PAUSE, then dig around the scene and track down what is broken. Perhaps just the texture(s) got disconnected and needs to be re-dragged in.
Do you mean looking through the whole scene to find something that’s showing pink or clicking on each individual thing to find what is broken?
Whatever it takes… the journey of a thousand clicks begins with a single click.
You gotta gain intel about what is going wrong, so the best way is to select it and look at it. Could be those pink things aren’t even supposed to be there at all. Find what put them there and disable that. They look odd to me, floating like that, but they might be atmospheric smoke effects that are normally only barely visible, but because of the broken material they are hot pink.
I tried selecting them and they are saying its my terrain. I use Gaia. I’ve udgraded all materials to URP and the correct material is Terrain/URP Lit. I’ve checked all my gaia stuff, and enviro settings, man, I’m just at a loss. I’ll continue digging.
Interesting! I don’t know much about Gaia but I guess it can have terrain “chunked” and floating in the skies?
Check also if there are “emplaced” objects, like trees and rocks, and see if maybe one of those is being mis-placed into the skies and perhaps is also corrupted material-wise.
It ended up being something in Gaia conflicting with the Vegetation Studio Pro "Unity Terrain (Script) component. As soon as I disabled that, voila!, all gone. Now to dig into why it’s doing that… Thanks for the help @Kurt-Dekker .
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Awesome! Here’s some more clues:
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look perhaps for unusual center point offsets in your vegetation (eg, bush here, pivot point far away)
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look also for unusual scaling, e.g, scaling other than (1,1,1)
Depending on how Gaia connects all that up, it may have issues with either conditions above.
Try making a bush Prefab out of a Cube primitive and seeing if you can get that aligned the way you expect. (I assume this is possible with Gaia but I could be wrong)
Got it completely solved now. So the issue was 2d grass being used in Veg studio pro. I guess URP doesn’t render 2d grass and VS Pro conflicts with it? Do you know of any solutions to render painting 2d grass in URP? I don’t necessarily “NEED” it but it would be nice to be able to paint 2d grass in my terrain maybe. Or is that out of the question using URP…
I’m sorry I don’t know, but I would be surprised if this is the case. There just might be something fundamentally different about how it goes about doing it.
Looking at your original photo yeah, now I can kinda see how that one big blurch is overscaled grass with a busted texture. 
Be sure to poke around here though: these folks are likely more familiar with what you’re after:
https://forum.unity.com/forums/universal-render-pipeline.383/
If you have a lot of objects in scene, then there are additional methods to consiider.
.
People have made scripts to search objects that are missing an assigned material. You can also write your own editor/inspector script to go through each activeobject in the scene and look for null material.
The quick and dirty, disable half your objects, rinse and repeat until you find it by order of elimination.