Support
Troubleshooting
Common authoring, loading, rendering, audio, seeking, network, and build problems.
The asset does not open
- Confirm the selected file is an OpenVolumetric MP4 with one video track and one
vvgedata track. - For adaptive playback, select
manifest.jsonand enable adaptive-manifest input. - Check that relative
low.mp4andhigh.mp4resources remain beside the manifest. - Read the first native error rather than later “not initialized” messages.
Geometry appears but texture does not
- Confirm the correct native graphics plug-in is enabled for the active platform and architecture.
- Use Metal on macOS, D3D11/D3D12 on Windows, or Vulkan on Quest.
- Verify the material is unlit and receives the OpenVolumetric texture.
- Rebuild and restart the engine after replacing a loaded native library.
Texture is one colour or incorrectly mapped
- Do not arbitrarily invert UVs to correct geometry orientation.
- Confirm the source OBJ UVs correspond to the encoded image sequence.
- Restore the supplied unlit, two-sided material.
- Reset luminance and colour-projection corrections to zero.
The subject is white, shiny, or glowing
Use the supplied unlit material. Disable scene relighting, shadows, emissive-light contribution, indirect-light contribution, motion blur, and temporal effects that can leave trails on changing procedural geometry.
Audio does not play or loses synchronization
- Confirm the MP4 contains an audio track.
- Confirm the native audio/DSP plug-in is enabled for the target architecture.
- Do not start an unrelated engine audio clip beside the native timeline.
- Seek once to determine whether all streams can re-establish a common access point.
- Check underrun and buffered-audio diagnostics.
Backward seeking loses visuals
- Re-encode with fragmented MP4 and aligned geometry references.
- Keep geometry compression keyframe limits enabled for streaming presets.
- Confirm the package passed authoring verification rather than using a partial temporary output.
- Check that stale plug-in binaries have not remained loaded in the Editor.
HTTP playback fails
- Open the URL from the target device’s browser.
- Use the host machine’s LAN address, not
localhost. - Confirm client and host are on a network that permits peer-to-peer traffic.
- Check firewall rules and university or guest Wi-Fi client isolation.
- Ensure the server returns
Content-Lengthand supports byte ranges. - Enable insecure HTTP in engine settings only for controlled development; prefer HTTPS for deployment.
Unity reports a different CMake cache directory
Delete the affected generated build directory and configure again. CMake caches absolute source and build paths and cannot safely reuse a cache created under another workspace mount.
Git still tracks an ignored native library
.gitignore only affects untracked files. Remove the generated binary from the Git index while keeping the local file, then commit that index change. Keep Unity .meta files when they contain required plug-in import settings.
Report an issue
Include:
- Engine and exact version.
- Operating system, device, CPU architecture, and graphics API.
- Local, HTTP, fragmented, or adaptive source mode.
- Authoring preset and fragment duration.
- Whether geometry compression is enabled.
- The first relevant native and engine log messages.
- Reproduction steps and whether seeking, looping, or network interruption is involved.
Report reproducible problems through GitHub Issues.