Error and warning messages
Look up any message Vysora Studio shows you — what it means in plain language, and what to do about it.
Find your message in the left column. Where a message carries a number or a filename, the version here has a real one in place of the variable part, so match on the wording around it.
- Failures reject the file. Nothing is saved, and the product shows
FAILED. - Warnings do not block anything. The model processes, works and publishes — it shows
WARNINGSinstead ofREADY. - Publish refusals stop a publish. The configurator is untouched.
Upload and processing failures
| Message | What it means | What to do |
|---|---|---|
Accepted formats: .glb, .fbx, .obj. FBX/OBJ are converted to GLB automatically. |
The file extension is not one of the three Vysora accepts. | Export as GLB. The .gltf JSON form is not accepted either — use binary glTF. |
File exceeds the 200 MB platform upload limit. |
Above the platform ceiling, which sits above every plan. | Decimate the mesh and downscale the textures, then re-export. |
File exceeds your plan's 30 MB per-model limit. Upgrade or optimize the model. |
Above your plan's per-model cap. | See the per-plan upload caps. Reduce the model, or move up a plan. |
“sofa.glb” is 9.2 MB — your Free plan allows 5 MB per model. Starter allows 15 MB. Otherwise, decimate the mesh or downscale the textures and re-export. |
The same cap, caught in your browser before the transfer starts. | As above. The sentence naming the next plan is omitted when you are already on the highest self-serve plan. |
Product quota reached (3). |
You are at your plan's product count. | Delete a product to free a slot, or move up a plan. Deleting frees the slot immediately. |
Editor role required. |
Your role in this workspace cannot upload, re-process, publish or delete. | Ask an owner or admin of the workspace. |
Tenant not found. |
The workspace record could not be read. | Reload the page and sign in again. |
File is not a valid GLB after intake. Export as GLB, or re-upload the source. |
The bytes that arrived are not a GLB, whatever the filename said. | Re-export as binary glTF and upload that. |
File is not a GLB/glTF (magic-byte check failed). |
Same cause, caught by the validator. | As above. |
Invalid glTF: unexpected end of file |
The file is a glTF but could not be parsed. The text after the colon comes from the parser. | Re-export. A truncated or interrupted upload is the usual cause. |
The file contains no mesh geometry. |
The file parsed, but there is nothing to render — only cameras, lights or empties. | Check you exported the geometry, and that your exporter was not set to selection-only with nothing selected. |
Required glTF extension not supported by the Vysora Player: EXT_meshopt_compression |
The file requires a glTF extension the player cannot load. | Re-export without that extension. The accepted list is on Limits and supported formats. |
Model has 812,430 triangles; the limit is 500,000. Decimate before uploading. |
Over the hard triangle cap. Vysora never decimates the main model for you. | Decimate in your modelling tool and re-export. |
Texture "fabric_diffuse" is 8192×8192; the limit is 4096². |
One embedded texture is too large on its longest edge. | Downscale that texture to 4096 or less and re-export. Non-square is fine. |
Cannot convert .stl — accepted: glb, fbx, obj. |
A file reached conversion in a format that cannot be converted. | Export as GLB, FBX or OBJ. |
OBJ→GLB failed: unexpected token |
The OBJ converter could not read the file. The text after the colon comes from the converter. | Re-export the OBJ, or export GLB instead — GLB also keeps your materials, which OBJ does not. |
FBX→GLB failed: conversion timed out |
FBX conversion is stopped after 5 minutes. | The model is too heavy to convert. Decimate it, or export GLB from your modelling tool directly. |
OBJ converter (obj2gltf) not installed in the functions image. |
The OBJ converter is unavailable on the server. Nothing about your file is wrong. | Upload the model as GLB or FBX instead. |
FBX converter not available: spawn ENOENT |
The FBX converter is unavailable on the server. | Upload the model as GLB instead. |
Processing failed unexpectedly — try re-uploading or contact support. |
Something failed that has no specific message. | Re-upload once. If it fails again, the file is the likely cause — try re-exporting it. |
Processing failed — check function logs. |
Shown on the product card when a failure recorded no reason. | Re-upload. If it fails the same way, re-export from your modelling tool. |
Processing failed — no reason recorded. |
The same state, shown as the tooltip on the FAILED pill. |
As above. |
Texture must be PNG, JPG or WebP. |
A library texture in another format. | Convert it. |
Texture exceeds the 400 KB limit — compress it and retry. |
A library texture over 400 KB. | Compress it. JPG at a lower quality, or PNG through an optimiser. |
Texture must be square 512×512 or 1024×1024 (this is 1200×800). |
A library texture at any other size. Nothing is resized for you. | Resize to exactly 512² or 1024². |
Couldn't read that image. |
The file could not be decoded as an image. | Re-save it from an image editor. |
Texture limit reached (25 on your plan). Remove a texture or upgrade. |
You are at your plan's texture-file count. Each material can hold two files. | Remove a texture, or move up a plan. Replacing a texture already in a slot is always allowed. |
A folder with that name already exists. |
You typed a folder name that is already in use. Matching ignores capitalisation. | Pick another name, or add your material to the existing folder. |
Processing warnings
These tell you what will be different from what you exported.
| Message | What it means | What to do |
|---|---|---|
This model has one material, so customers can only recolour it as a whole. To offer separate parts (seat, legs, frame), re-export with a separate material per part — Vysora creates a configurable zone for each one automatically. |
Your model has exactly one material, so it has exactly one recolourable zone. | If customers should be able to recolour parts separately, assign a distinct material to each part in your modelling tool and re-export. See Preparing zones. |
OBJ converted from geometry only; .mtl/textures aren't carried by single-file upload. Re-assign materials in Studio or upload GLB/FBX for embedded materials. |
The geometry arrived; the materials did not. A single-file OBJ upload has no .mtl. |
Upload GLB or FBX instead if you need zones. An OBJ usually leaves you with nothing to map. |
62 material slots (recommended ≤ 50) — consider merging materials. |
More than 50 materials, which means more than 50 zones to configure by hand. | Merge materials that will always share a swatch set. Nothing breaks if you leave it. |
12 primitive(s) have no UVs — textures will still display (the player projects them automatically), but a proper unwrap gives you exact control over tiling and seams. |
Some geometry has no UV map. | Unwrap it if your materials use textures and the tiling matters. Flat colours are unaffected. |
3 primitive(s) have no normals — they will be generated automatically. |
Some geometry shipped without normals. | Nothing, unless the shading looks wrong — then export normals from your modelling tool. |
This model uses transparency, refraction, which the player doesn't render yet — those surfaces will appear opaque. You can set a per-material opacity in the Materials library for tinted or frosted glass; true refraction (gems, thick crystal) isn't supported. |
Your glass or gem materials use glTF extensions the player downgrades. | Set an opacity on the material in the Materials library for tinted or frosted glass. Gems and thick crystal cannot be reproduced. |
Model is 900.0 m across — was it exported in millimeters/centimeters? |
The model is far larger than anything real. Read the note below about the figure. | Set Source unit in Product settings and press Re-process. |
Model is only 0.40 cm across — check export units. |
The model is far smaller than anything real. | As above. |
Model base is 900.00 m from the floor (pivot not at Y=0) — it would float above the ground. The player auto-grounds it, but export with the pivot at floor level for exact placement. |
The model's pivot is not at floor level. The player grounds it for you, so this is cosmetic in most cases. | Export with the pivot at Y = 0 for exact placement. Read the note below before believing the number. |
This model is 4.00 m at its largest dimension — check the source unit (m / cm / mm / inch). |
A last check made after normalising to metres. This figure is real. | If 4.00 m is not what your product measures, the source unit is wrong. Set it and re-process. |
Publish refusals
Fix the cause and publish again.
| Message | What it means | What to do |
|---|---|---|
Nothing to publish — build a menu first. |
The configurator's menu tree is empty. | Add at least one node in the builder. See Building a configurator. |
This configurator has no ready products. Add at least one product to a Product selector — and make sure it finished processing (READY) — then publish. |
Either no Product node has a product chosen, or every product it points at is still processing or has failed. | Open the builder, check each Product node, and check the model's status on the Products page. Only products that read READY or WARNINGS can publish. |
Your plan allows 1 published configurator. Unpublish an existing one or upgrade your plan to publish another. |
You are at your plan's published-configurator allowance. | Unpublish the one that is live, or move up a plan. Allowances are on Limits and supported formats. Republishing something already published is never refused — the allowance is checked only on a first publish. |
Your plan allows 10 top-level menu sections; this configurator has 12. Upgrade or simplify the menu. |
Too many nodes at the top level of the tree. | Move some inside a Group (submenu), or delete them. The builder shows no counter, so count in the tree. |
Your plan allows 10 submenus; this configurator has 14. Upgrade or remove some submenus. |
Too many Group (submenu) nodes anywhere in the tree. |
Flatten or remove some groups. |
Showroom and Atelier configurators hold exactly one product; this one references 3. Keep a single product per configurator (create another configurator for the next product). |
A Showroom or Atelier configurator has more than one product in its tree. | Remove the extra Product nodes and put each product in its own configurator. |
Publish failed unexpectedly. |
The publish failed with no specific reason. | Try again. If it keeps failing, check that every product in the tree is READY. |