Audit UVs
Sweep for lightmap faults that stay invisible until lighting is built. The flagship is a lightmap coordinate index pointing past the end of a mesh's UV channels, which bakes to black or garbage: the field accepts any integer and nothing revisits it when a mesh is re-exported with fewer UV sets. Also lightmaps sharing UV channel 0 with the texture UVs, which bleeds light between unrelated faces, and resolutions that are far off a sensible density for the size of the mesh in either direction.
hf_audit_uvsRead onlyArguments
| Name | Type | Description |
|---|---|---|
limit | integer = 40 | Maximum findings to return. |
max_pixels_per_metre | number = 40 | Above this, the memory is not buying visible detail. |
min_pixels_per_metre | number = 0.5 | Below this, baked shadows are blocks. A wide band on purpose: there is no correct value, only a project decision. |
path | string = /Game | Content path to sweep. |
Related tools
Nearby in Mesh UVs and lightmaps: