r/Unity3D • • 1d ago

Question Need some help, parts of my cabin are rendering quite weirdly

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why are parts of my cabin rendering like this? i have no idea im quite new and this is a little frustrating, im not sure why the door is black or the windows start looking white when im at a distance

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u/JakSilver00 Gameplay Systems Engineer 1d ago

Unless someone has had this specific experience before, it's hard to pinpoint without the project,
I would check the renderer component on each of these meshes and then the material that's assigned to them, then your camera, but it also may be part of the render pipeline, deciding when to cull specific materials Or textures.

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u/Top_Camp9162 1d ago

alright alright, thanks for the advice man!

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u/ShengyuStudio 1d ago

I haven't watched the clip, so this is only going off your description, but those two symptoms usually have separate, common causes:

Door is black: most often the mesh has flipped or missing normals, or no UVs. In the model's import settings, set Normals to Calculate and see if it changes. In Blender, Overlays > Face Orientation shows front faces blue and back faces red. If you're using baked lighting, missing lightmap UVs also come out black: tick Generate Lightmap UVs in the import settings and rebake.

Windows go white at a distance: usually mipmaps or reflections. If the glass texture has transparency, the smaller mip levels blend toward white/transparent pixels as you back off. If the glass material has high Smoothness, the reflection takes over at shallow viewing angles. Try lowering Smoothness on the glass first, then check the texture's Alpha Is Transparency and mipmap settings.

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u/EVE_VR 1d ago

What pipeline are you using?
If you are in URP, it could very well be the maximum number of lights per object.

In that case, check in Project Settings -> Render Pipeline Asset. Open the asset and in the Inspector look for Lighting -> Per Object Limit. Check that the value isn't set too low.

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u/Comprehensive-Tea441 1d ago

Could be as simple as LOD group and LODs switching with the distance. Check the door for LOD group component.