Troubleshooting
Look up your symptom as it is. Most of the time there is one cause. If a higher value is 0 or off, every value below it is ignored.
Installation · Conversion · Setup Wizard · Shadows · Depth effects · Outline · Face · VRChat · WARUDO · Performance · Bake and restore
No value has any effect
Check in order from the top.
- Turn on All Effects. While it is off, every section is disabled.
- Turn on that section's master toggle. While it is off,
Quick Settingsappends(Module Off). - Raise that feature's higher value from the table below.
| What is missing | The higher value to check first |
|---|---|
| Base tint | Tint Blend Strength |
| The whole surface is too transparent or too opaque | Base Map Opacity |
| Depth Rim Light · Depth Shadow | Master Width, then each module's intensity |
| PBR highlights and environment reflections | Specular Intensity |
| Extra texture layers | Surface Stack Layer Count |
| Normal map layers | Normal Layer Count |
| MatCap layers | MatCap Layer Count |
| The shadow boundary band | Boundary Width, then Boundary Intensity |
| Shadow pattern | Pattern Intensity |
| Face normal correction | Proxy Normal Intensity |
| Face area mask | Mask Intensity. At 0 the whole material counts as face |
| Channel settings of the PBR packed mask | Use Packed Mask |
| Cast shadow brightness and blending | Receive Intensity |
| Alpha mask | It is invisible even when on if the surface mode is Opaque (2000) |
Installation
Materials look pink (magenta)
| Cause | Action |
|---|---|
| Render pipeline mismatch | Swap to the matching backend shader |
| Below shader model 4.5 | Run StudioRaming > MingToon > Validate Project. PC only is supported |
| URP version out of range | Match Unity 2021.3 + URP 12.x |
The whole SubShader drops out, so the log stays quiet. Pink is the only signal.
Validate Project flags the Unity version
| Code | When it appears | Meaning |
|---|---|---|
MING-ENV-UNITY-VERSION (error) | The editor is neither 2021.3 nor 2022.3 | An unsupported stream |
MING-VRC-UNITY-VERSION (warning) | The VRC SDK is present but it is not 2022.3 | This project has no avatar upload support |
MING-ENV-BUILD-TARGET (error) | The build target cannot meet shader model 4.5 | Android, Quest, iOS, WebGL. Switch back to Windows |
2022.3.22f1 is a fully supported version, so nothing is flagged. → Validate Project Codes
A progress bar appears right after install or update and the editor is slow
MingToon is precompiling shader variants. It is not an error. → Wait for the first compile to finish
| Symptom | Meaning and action |
|---|---|
| The MingToon warm-up progress bar is showing | Wait until it finishes. It is done when the numbers are full and the bar disappears |
| You pressed Cancel and the compile keeps going | It closes only the bar. The compile moves to a Unity Progress item and keeps going; watch its progress and cancel it in the status bar at the bottom right of the editor. If you cancel there, what was finished until then stays recorded |
| The editor stalls for a moment the first time a material is drawn after cancelling | Unity compiles the remaining variants at the moment that shader is first drawn |
| The compile starts again | The shader source, the Unity version, or the graphics API changed, or you deleted the project's Library folder. The record is in Library/StudioRaming/MingToon.warmup |
| No progress bar after a VCC update | Valid markers/pass caches let MingToon skip requests. VPM schedules a background Progress item, so also check the status bar. Unprepared combinations compile on their first draw. Public-package installation/update acceptance is a separate check |
The installer window says “Installation stopped … Unable to remove the file to be replaced”
The installation has finished, but this message can appear if another program, such as antivirus software, briefly holds the installation record file open at the moment it is rewritten. Click Recheck installed package in the installer window once. If the message changes to “The exact MingToon VPM package and migration journal were verified after reload.”, the installation is fine. If the same message persists, do not import again; contact support with a screenshot of the error.
A file replacement error appears when starting an update from 0.1.11
If “Unable to remove the file to be replaced” appears when starting an update from 0.1.11, click Check Installation State, then Check for Updates to query again, and retry the installation. If the same error persists, do not keep repeating the installation. Back up the project and contact support with a screenshot of the error. Publishing a new version alone cannot be guaranteed to eliminate this intermittent error in the older version.
The button sequence above applies to the 0.1.11 update window.
The update window has only one button
The current window checks the latest information on opening and uses one Update button for installation, checking a failed state, or refreshing. Lower versions are not offered as new updates. Back up, convert a new copy from the original materials, and compare with the previous result. → Installation and updates
I switched the render pipeline and every material broke
The switch dialog converts the project's MingToon materials to the matching backend in bulk. If you miss the dialog, you can run it again from the warning in the material inspector.
| Why the switch is blocked | Action |
|---|---|
| The material is contained in another asset | Extract it from the sub-asset |
| The material is inside a read-only package | Copy it outside the package |
| The material is read-only or not checked out | Clear read-only or check it out |
Materials in closed scenes and AssetBundles cannot be inspected. Open them separately and convert.
Conversion
A Factory look reports incompatible properties
Version 0.1.12 removes 105 obsolete mask-channel entries from 15 Factory looks to fix blocked application. Check that the installed presets and current version belong to the same package. This does not ignore unknown custom-preset properties and apply only part of a preset.
The look differs from the source after conversion
Read the lossy and unsupported items in the conversion log first. Then compare mask channels and inversion, and texture Tiling and Offset. Also check that AO, surface mode, and the face material decision match the source. → Reading the Conversion Report
If you made it with the Setup Wizard, the same report is under Conversion details on the done screen. The copy is separate from the original, so you can compare it side by side with the original materials.
Conversion or baking fails
| Message | Action |
|---|---|
| No convertible material slots were found | Check where MingToon Manager sits, then Refresh Child Renderers |
| The MingToon source shader was not found | The installation is incomplete. Reimport the package |
| The generated shader could not be imported | Check write permission on the project folder and retry |
| The generated shader has a compile error | Check that the MingToon include folder is in its original path |
| Multiple MingToon Managers are selected | Select only one at a time |
Setup Wizard
The wizard makes a copy without changing the original. The screen order and step-by-step explanation are in Setup Wizard.
The wizard does not open
| Situation | Action |
|---|---|
| In Play mode | End Play and open it again. In Play mode the wizard does not open and makes no copy |
You added MingToon Manager with Add Component in the Inspector and it did not open | That route opens it automatically only right after you newly add the Manager. A Manager that was already in a scene or prefab when you opened it, or one that came back through Undo or Redo, does not open it. Right-click in the Hierarchy and press MingToon > Convert to MingToon... |
This object already has an open setup wizard. | Finish or close that target's wizard first |
| You selected a prefab with a Missing Script in the Project window | The wizard appears below the importer header in the Inspector |
A red notice appeared
Find the sentence exactly as shown on screen in the table of When it fails. In every case the original is unchanged. If it fails before the copy prefab is saved, only the new folder created this time is deleted.
The done screen says Converted slots: 0
Nothing was converted. Open the wizard again and check Object to convert on the first screen. If N in Slots to convert: N is 0, the wrong target was picked.
The face is not drawn like a face
The wizard does not guess a face from names. If you leave the face mesh empty, only the face flag the source material itself declares is read and everything else stays Regular. In the Materials to convert list of the Look step, change that slot to Face and create the copy again. For a copy you already made, change the role under Review & edit role assignments inside 1. Assign face & skin renderers in the Convert / restore existing target section of the Manager's Start tab.
The copy is pink (magenta)
A render pipeline mismatch or a shader model below 4.5 is the usual cause. Check the "Materials look pink (magenta)" table under Installation.
I pressed Undo and the folder and files are still there
That is normal. Only placing the copy in the scene and switching off the original are undone together in one Undo. The created <name>_MingToon folder, prefab and material files are not removed by Undo, so delete them yourself if you do not use them.
The lighting menu (MLC) did not go into the copy
The step appears only when Ming Light Controller is installed. If the avatar's parameter usage cannot be read, or even the smallest menu does not fit in the space left, it is not added. The messages and actions are in the MLC step.
Shadows
Only the overlapping areas are pure black
Turn on Enable Unified Shadow in the Shadow Color section. Form, cast, and depth shadows collapse into one color. → Light and Shadow
It is normal for individual shadow colors to stop working after you turn it on. The values remain, so turning it off brings them back.
Cast shadows are blotchy
| Location | Action |
|---|---|
| Cloth folds and the body in general | Turn on Suppress Self Cast Shadow and set Self Shadow Caster Bias between 0.01 and 0.03 |
| The boundary is stair-stepped | Turn on Enable Projection Feather and adjust Projection Feather Radius · Projection Feather Intensity |
| Shimmering overall | Check the light's shadow map resolution, bias, and cascades in that order |
| A character shape overlaps the body in backlight | Turn on Suppress Backlit Silhouette |
Detail that was never in a low-resolution shadow map does not return when you soften it.
No shadow pattern is printed at all
| Cause | Action |
|---|---|
| Use Shape Tile is on but the tile slot is empty | An empty slot reads as white, and no density can cross white. Use a bundled tile |
| Pattern Intensity is 0 | Raise it |
| The target does not match | Check Pattern Target |
| Dots do not react to tone and stay the same size | You loaded a binarized dot picture. A tile must be a threshold map |
The character crushes to black in a dark world
Raise Preserve Base Map Color, Minimum Final Brightness, Indirect Light Lift, and Cast Indirect Lift in that order. If it blows out to white in a bright world, lower Maximum Final Brightness.
Depth effects
Depth Rim Light or Depth Shadow is not visible
| Cause | Action |
|---|---|
| All Effects or Depth Effects is off | The inspector shows a button to turn it on |
| Master Width is 0 | Raise it |
| Each module's intensity is 0 | Raise it |
| The surface mode is Transparent (3000) | Change it to Semi-Transparent (2499) |
| Camera Depth Contribution is off | Turn it on |
| The ordinary VRChat screen | An avatar cannot force it → VRChat |
| URP | Install the Renderer Feature and enable Depth Texture |
| WARUDO | Install the Depth Bridge → Warudo |
If the inspector says the depth texture is not ready, follow that guidance. If raising SSAO Radius does not widen it, you have hit the limit. The range is 0.001 to 0.05 m.
Only the inner outline disappeared
Enable Inner Depth Edge is in the Inner Outline section. That section is inside the Screen-space Effects group.
| Cause | Action |
|---|---|
| Apply to Inner Outline is on and the vertex color is black | Turn the toggle off, or change Pressure Source |
| The surface mode is Transparent (3000) | Change it to Semi-Transparent (2499) |
| No camera depth | See the item above |
The normal outline is drawn without depth. If only the normal outline is visible, the problem is depth.
Hair shows through the cheek
Change the surface mode to Semi-Transparent (2499). This mode blends alpha while still writing depth.
Transparent Depth Prepass is for Transparent (3000) only. Turning it on in Semi-Transparent (2499) changes nothing.
Outline
The whole normal outline disappeared
| Cause | Action |
|---|---|
| The vertex color is black and Pressure Source is VertexRed | Change the pressure source or check the vertex color |
| Pressure Contrast is 0 | Pressure is ignored completely. Raise it |
| Color Mask is 0 | Return it to 15 |
| Outline Master is off | Turn it on. The inner outline uses this gate too |
The outline breaks at sharp corners
Normal Source is VertexColorTS or UV8TS on a mesh with no baked smoothed outline normals. Change it to MeshNormal. → Outline Smooth Normals UV8
I cannot paint outline thickness in the Scene view
The inspector tells you the reason in a sentence. The action for each message is in Painting directly in the Scene view.
I painted and the result got worse
If Pressure Source is Vertex Red and Normal Source is VertexColorTS, they overwrite the same channel. Change the pressure source to Vertex Alpha, or move the outline normals to UV8.
If other objects changed too, several renderers share the same mesh asset. Duplicate the mesh, assign it to that renderer only, and paint again.
Face
I painted the face mask and it does not work
If Mask Intensity is 0, the mask is ignored and the whole material counts as face. Raise it above 0. The mask priority is texture, vertex paint, proxy, then whole material. → Face shading
There is no shadow on the face at all
If Depth Availability is Force Off, Depth Shadow is never drawn. The automatic face correction removes projected shadows from the face. Turning on Projected Shadow When Depth Off on the Face material falls back to projected shadows when depth is absent.
VRChat
I uploaded and optimization does not seem to have run
- Check that the Unity version is 2022.3.22f1. The VRChat hook does not compile on 2021.3.
- Check that the Console contains
[MingToon] VRChat build hook compiled and registered. - In the Prepare for upload section of the MingToon Manager's Start tab, look at the
Optimize On Build / Upload (Applies To Everything): Online. If it saysOff, press Change in Optimize and turn it on in the Optimize tab. - Open
StudioRaming/MingToonOptimizeReport.txtnext to the project folder.
I can see depth effects but others cannot
That is the default. Depth effects are visible only to you and your friends. Turning on Show depth effects to non-friends in the Prepare for upload section of the Start tab of Manager shows them to everyone. In exchange, the load on the other person grows. This toggle appears only in a Unity 2022.3 project that has the VRChat SDK.
Not appearing in mirrors is also intended. It stops a mirror from using someone else's silhouette as a shadow. → How far depth effects are guaranteed
WARUDO
Every depth effect is empty in WARUDO
The Depth Bridge is not installed. Check the Playground path, the .cs extension, and the installed log. → WARUDO Depth Bridge
If only the main screen is correct and the Spout or NDI output differs, check that camera's depth enabled for camera= log. No log means the camera was not processed.
Performance
The inspector is heavy while I work
That is normal. The authoring shader compiles and keeps every feature and the maximum layer count at once. Because of that, you do not wait for a compile each time you turn a feature on. The trade-off is that inside the Unity editor the same material costs about twice the GPU time of the built result (measured). Do not judge avatar weight from editor frame rate or profiler numbers. Lightening is applied only at build time.
People say my avatar is too heavy
Turning every depth effect off also drops the depth light from the build automatically. That is the lightest path. → VRChat depth light
Bake and restore
The restore button on a baked material is disabled
Check that the bake Manifest is still there. The GUID of the original authoring material must also be alive. Also check that the Renderer hierarchy and material slots are unchanged since the bake. → Manual Bake and Restore
A feature I turned on after baking does not work
Features that were off at bake time and were not found as preservation targets are removed from the code. Mark values you will turn on later from a script with Keep Editable At Bake.
If this still does not solve it
Post the following in the bug report channel of the official Discord server.
- Unity version and target platform (VRChat PC / WARUDO / general Unity)
- Render pipeline (BRP / URP 12.x)
- MingToon version
- The full Console log
- Steps to reproduce