The unity-explorer client's avatar rendering system uses inverted face rendering
for outlines in Medium/High quality settings. This creates conflicts with custom meshes that
have manual outlines or inverted normals, resulting in incorrect rendering. Currently, there
is no way to identify incompatible assets before they are rendered in
unity-explorer, leading to visual artifacts and inconsistent appearance.
Key issues:
Custom meshes with manual outlines conflict with the system outline rendering
Inverted normal meshes render incorrectly with the outline pass
No standardized way to identify outline-incompatible assets beforehand
No metadata exists to flag rendering compatibility issues
Proposed Solution
Add an outlineCompatible boolean field to the wearable configuration metadata to
explicitly indicate whether a wearable is compatible with the system's outline rendering pass.
The wearable configuration schema will be extended as follows:
typeWearableConfiguration = {
// ... existing fields ...data: {
// ... existing data fields .../** Indicates if the wearable is compatible with the outline rendering system */outlineCompatible: boolean
}
}
Example wearable configuration with the new field: