Troubleshooting
Look up the symptom. Most cases come down to one of three things: the session is not open yet, the tab does not match the target, or a shape key edit is still open.
The window opens but you cannot do anything
| Check | What to do |
|---|---|
| The target row says no target is selected | Select an object that has a mesh renderer in the Hierarchy |
| You selected a target but editing has not started | You have not pressed Load yet |
| The window says that edit input is off | Press Tab, or press the start editing button in the Scene view |
| A notice appears instead of the tab body | That tab works only with SkinnedMeshRenderer |
Load does not work
| Cause | What to do |
|---|---|
| No mesh renderer | Check that a renderer exists, including on child objects |
| Read/Write is off | Press Enable Read/Write in the status line, then press Load again |
| Renderers share one source mesh | They are now loaded and edited separately. Remove the ones you do not need from the candidate list |
The source mesh is outside the Assets folder | Unity built-in meshes and package meshes are read-only, so Save Mesh cannot save them. Copy the mesh into the Assets folder, assign the copy to the renderer, then load it again |
Shape Keys and Bone Weights tabs are disabled
Both tabs work only with SkinnedMeshRenderer. If you loaded several meshes together, all of them must be SMR for shape keys to be edited together.
The Save Mesh button does not respond
Check whether the badge says EDITING KEY. If a shape key edit is not confirmed, both Save Mesh and Save as New Key are blocked. Press Save (confirm) or Cancel Key Edit on the pinned bar at the top of the window first. → Shape Keys
Nothing is drawn in the Scene view
| Cause | What to do |
|---|---|
| Both shaders are missing | Install Editor/Shaders/EmeOverlay.shader and EmeSceneGL.shader together. → Installation |
| Edit input is off | Press Tab |
| You are trying to see hidden elements | Turn on X-Ray with Alt+Z |
Alt+click rotates the camera instead of selecting an edge loop
This is intended. Loop selection happens only on a click that does not move. Press the mouse button where you want and release it with almost no movement. → Select & Move
R does a scale gizmo instead of rotate
R opens the rotate modal only when something is selected and the cursor is over the Scene view. If nothing is selected, or the cursor is over the window, R is Unity's scale gizmo.
Pressing X Y Z in the Scene view does not turn on symmetry
Both Shape and Select & Move use Alt+Shift+X / Y / Z for the axis symmetry shortcuts. The plain keys stay as Unity's tool handle shortcuts. You can also turn symmetry on with the Symmetry checkboxes in the window. → Shortcuts
Symmetry does not work on the opposite side
| Cause | What to do |
|---|---|
| The wrong axis is selected | Turn on Plane and check the plane position |
| The mesh is not symmetric to begin with | Vertices with no partner are left out of symmetry |
Painting weights does nothing
| Cause | Message | What to do |
|---|---|---|
| No active bone | The tab asks you to choose a bone | Choose the bone with the radio button in the list |
| The bone is locked | The Scene view says the vertices were skipped because the target bone is locked | Release the L on the row |
| All four slots are full | Weak values are skipped, and the count is shown | Remove weight from another bone first, or check Max Influences |
A weight transfer result is off everywhere
The transforms of the source and target differ. If the window shows a warning, turn on Ignore source transform (match in bind-pose local space) and run the transfer again. → Bone Weights
If only some vertices are off, raise Max distance a little. The out-of-range count goes down.
A shape key's other frames look wrong after an edit
On a key with several frames, only the last frame (100%) is edited. The middle frames are updated in proportion to that change. There is no way to edit the middle frames one by one. → Limitations
Deleting faces did not reduce the polygon count
The vertex cleanup runs once, during Save Mesh. The live mesh's indexes are not changed while you edit. If the count does not drop after saving, the cleanup was skipped. Search the Console for the message about a non-triangle submesh or a blend shape with the same name. → Cleanup of unused vertices
Merge by Distance merges nothing
If the message says there are no vertices to merge, the vertices in question have different UV0 values, even though their positions match. This is intended. It keeps the UV seams intact. Vertices whose blend shape deltas differ a lot are excluded for the same reason. → Select & Move
The window was reset after saving a script
The edit session is restored automatically. Check the Console for the restore message. A file that could not be restored stays in Library/EmeAutoSave/. If you had two windows open, only one of them is restored. → Automatic keeping and restore
Save Mesh created a different file than you expected
Several renderers may share the same source mesh while the scene was never saved. The tool then cannot tell the renderers apart.
The scene has not been saved, so the renderers cannot be identified.
Save the scene and run Save Mesh again. → Provenance and owner
If an asset with the same name already existed, the tool created a new path on purpose so it would not overwrite that asset.
Ctrl+Z cancelled the edit
During a shape key edit, undo went back earlier than the start of the edit. The reference point is gone, and continuing would save a wrong delta, so the tool cancels the edit instead. → Session and undo
Compile errors
The DLL edition and the source edition are probably installed together, so the same class is defined twice. Keep only one of them. → Installation
Still not working?
Email studioraming@gmail.com with your Unity version, render pipeline, product version, the full Console log, and the steps to reproduce.