I have a separate layer for transparent object, and am assigning this dynamically on objects like glasses. This works in the Editor, but not in Android / iOS builds. Transparent object comes out as opaque. The only resolution that I’ve found is adding glTF-pbrMetallicRoughness to Always Included Shaders, but this adds an extra 300MB to build. Adding a dummy object with the material with the shader set as transparent does not resolve this. Manually setting the material as transparent leaves it as opaque as well.
Hi there,
Please check this forum response from one of our developers Harrison, it should solve the issue:
I have that setting on already (albeit in URP), doesnt load.
Hi @digitraver
It seems that you missed some steps, you need to create a new shader variants that include the transparent shader (like in the steps in the reply I shared. I will share the steps again just in case below:
- load the avatar with the transparent accessory in Editor (via our Avatar Loader window)
- With the scene open go to the Project Settings > Graphics tab
- Scroll down to where you see shader loading and beneath that you should see “Currently Tracked:” shaders and a button “Save to Asset”.
- Click the Save to Asset button and choose somewhere to store it. Then be sure to add it to the “Preloaded Shaders” list just above the button.
- Rebuild and the transparency should be fixed.
Step 4 is what I missed. Thank you, works like a dream.
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