Home › Forums › Bug Reports and Feature Requests › BUG ? after changing some colors in the app, AR shows the initial ones.
- This topic has 12 replies, 3 voices, and was last updated 1 month, 1 week ago by
NaxosCG.
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AuthorPosts
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2025-09-12 at 4:55 pm #84618
NaxosCGCustomerHello there,
I have a new strange behaviour.
So for a new project, i’ve started from official last (2025-08) “augmented_reality” app,
and i just replaced the little farmer with my objects, keeping all structure to be sure (farmer armature).All works fine, but, when i go into AR, it always shows the initial colors of my objects, even after changing them (color change and jpg texture map change).
Please test : https://v3d.net/1cb4 with AR ready device : i’ve tested on IOS
change colors, then go AR : it shows black again.
And when exited from AR, the color choices are back here. So i suggest a bug in the “export USDZ” part / puzzleTested both on Safari and Chrome
The AR part of my app is the same from “augmented_reality” demo app.
Can someone help, please ?
infos :
windows 11
3dsmax2026.2
Verge3D 4.10.0
iOS 18.4
iPhone 15 pro max"1+1=3... for large values of 1"
2025-09-12 at 5:01 pm #84619
NaxosCGCustomerNew test :
I’ve added a simple puzzle to change texture of the little farmer, then enter AR, and it shows with initial texture map.
tap on the farmer to change texture, and on shadow plane to revertGood news for me : not my fault.
Bad news : looks like a bug.-
This reply was modified 2 months, 1 week ago by
NaxosCG.
"1+1=3... for large values of 1"
2025-09-12 at 6:57 pm #84622kdv
Participantit’s not a bug. if you used puzzles from the original AR demo you could notice that your model is exported to USDZ only once, right after the app has been loaded. and that’s all. it’s is not exported by demand. every time you click the button you see the same pre-exported model.
read this topic, the second page…
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-09-13 at 8:13 am #84624
NaxosCGCustomerit’s not a bug. if you used puzzles from the original AR demo you could notice that your model is exported to USDZ only once, right after the app has been loaded. and that’s all. it’s is not exported by demand. every time you click the button you see the same pre-exported model.
read this topic, the second page…
Many thanks for help, Kdv !!
I put back a “on pointerup” puzzle and now it exports on demand, with changes in colors…As a 3D guy (not coding one i mean), i let the initial puzzle as it was, not event tried to read / understand it.
But with your info, i understood that the USDZ file is not exported when we click on the “enter ar” button, but on puzzle start, with initial choices.Now the first enter AR reflects the changes.
BUT !
But now i have another issue : after coming back from AR, i change again stuff, and go into AR… And it keeps the first changes i’ve made…https://v3d.net/1cb4
change color (for “réceptacles” for ex.), go AR, then come back, change again color for a new one, go AR : the first color is still there…Is there anyway to “flush” / make forget the USDZ cache or something, so the new export reflects the new changes ?
"1+1=3... for large values of 1"
2025-09-13 at 8:14 am #84625
NaxosCGCustomer2025-09-13 at 9:04 am #84627kdv
Participantand again… read this topic, the very top of the second page…
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-09-13 at 9:06 am #84628
NaxosCGCustomerOk, i went in my apps archives, and changed the puzzle for the old one (see screenshot), and it seams to work now.
I don’t really understand the “wait promise” and other puzzles here, but it works.
The new puzzle was very simplier for me, but it does not work.
Any idea would help to go back to simple puzzle…
Attachments:
"1+1=3... for large values of 1"
2025-09-13 at 9:18 am #84630kdv
Participantdon’t really understand the “wait promise”
it waits for USDZ exporting to be completed before downloading the result. just use it “as is” and it will work as expected.
Any idea would help to go back to simple puzzle
with no changes those original simple puzzles won’t work on demand correctly.
The new puzzle was very simplier for me
actually they are old and never changed since the very first AR demo )))
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-09-13 at 9:22 am #84631
NaxosCGCustomerand again… read this topic, the very top of the second page…
I’m very into buying usefull plugins, i already did several times.
Just i can read that it is for safari only. The AR in recent verge3D releases works also in chrome.
Does your plugin work with recent Verge3D releases ?"1+1=3... for large values of 1"
2025-09-13 at 9:28 am #84632kdv
ParticipantDoes your plugin work with recent Verge3D releases ?
why not? see no reasons. but you really don’t need it if you don’t use morphing in your models. just use your current puzzle set.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-10-13 at 1:46 pm #84952Brameister
Participant
Hey NaxosCG, I noticed you have a “swapShadersToUSDZ” procedure, which is precisely an issue I’m trying to figure out. Can you help me understand exactly what I need to do with the materials in Blender to make them work in iOS? I can’t figure out exactly why some of my materials show on iOS AR but others don’t.
I’m already using only PBR materials because I read somewhere that could be the issue, but still some materials don’t show on iOS
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This reply was modified 1 month, 1 week ago by
Brameister.
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This reply was modified 1 month, 1 week ago by
Brameister.
2025-10-13 at 5:01 pm #84956
NaxosCGCustomer
Hey NaxosCG, I noticed you have a “swapShadersToUSDZ” procedure, which is precisely an issue I’m trying to figure out. Can you help me understand exactly what I need to do with the materials in Blender to make them work in iOS? I can’t figure out exactly why some of my materials show on iOS AR but others don’t.
I’m already using only PBR materials because I read somewhere that could be the issue, but still some materials don’t show on iOS
Hi Brameister,
I used this some time ago as at that time iOS AR was not good with Physical shaders, so i needed to use USD shaders (3dsmax, but i guess Blender can do that too)
Recent release of Verge3D should not need to use USD shaders, as it would convert physical to USD on the fly.
I still use the a step for changing PHY to USD procedure, but mostly for changing to non-baked shader textures.
My physical shaders have an overlay map for light/shadow/AO baked, using a 2nd UVmap channel. Problem is that iOS USD scenes are just ignoring UVmap channel other than 1, so i have 2 sets of shaders : classical ones, and those for iOS AR.Hope it helps.
"1+1=3... for large values of 1"
2025-10-13 at 5:06 pm #84957
NaxosCGCustomerThe name is the old one “swapShadersToUSDZ”, but it could be named “stuffToDoBeforeIOS-AR”
"1+1=3... for large values of 1"
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This reply was modified 2 months, 1 week ago by
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