VVysoraStudio help

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 WARNINGS instead of READY.
  • 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.