ColumbusUtrigas
ColumbusUtrigas
Just checked it on tag 23.08, issue is still here. Also, if painting layer and masked material coexists anywhere in the stack, it behaves like that.
Found one workaround. It is pre-triangulate mesh before export from blender, that way there is no need to disable backface culling and everything seems to work fine. It works for...
Sorry for delay (many work in last months) and thanks for the feedback! Yes, this is planned in many places. For example GameObjects, which are currently passed with raw pointers,...