fix: softmask issues#8476
Conversation
Chat panel Friends panel
…ollview RectMask2d
# Conflicts: # Explorer/Assets/AddressableAssetsData/AddressableAssetSettings.asset # Explorer/Assets/DCL/Chat/Assets/ChatPanelView.prefab
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Windows and Mac build successful in Unity Cloud! You can find a link to the downloadable artifact below. |
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Claude encountered an error —— View job PR Review: fix/softmask-issues
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Claude finished @RominaMarchetti's task in 2m 31s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commit Review (
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| fileID | Line | m_DownSamplingRate |
|---|---|---|
1230137963066113913 |
364 | 0 ✅ |
6532022564447334318 |
464 | 0 ✅ |
350709501968742743 |
1103 | 1 ❌ |
931679932674139421 |
1379 | 0 ✅ |
Blocking Issues
PlaceSearchEntry.prefab line 1103 — New SoftMask still has m_DownSamplingRate: 1
The SoftMask 350709501968742743 on the Texts loading-animation container was added in this commit but m_DownSamplingRate was left at 1 instead of 0. This is the only newly added SoftMask in the PR with this value still unset. The three other SoftMask components added in the same commit all correctly use m_DownSamplingRate: 0.
This will cause the loading animation mask texture for the Texts element to remain downsampled and blurry — the same symptom this PR is intended to fix.
Fix: m_DownSamplingRate: 1 → 0 at line 1103.
Non-Blocking Observations (unchanged from prior reviews)
m_AspectRatio: 0.001 in [MB] ChatProfileView_NEW.prefab — Harmless while m_AspectMode: 0 disables enforcement, but worth correcting to 1 if that file is touched again to avoid potential distortion if AspectMode is ever re-enabled.
CommunityCardBackground.mat sub-epsilon float change — Unity editor re-serialization artifact, no visual impact.
Summary
One blocking issue in the new commit: the Texts SoftMask in PlaceSearchEntry.prefab was added with m_DownSamplingRate: 1 — the exact value this PR is fixing across the codebase. All other 3 SoftMask components added in the same commit correctly use m_DownSamplingRate: 0. A one-line fix resolves it.
REVIEW_RESULT: FAIL ❌
COMPLEXITY: COMPLEX
COMPLEXITY_REASON: Touches 30+ prefab files modifying the SoftMask rendering pipeline (mask sprites, downsampling, masking modes, backing Image components, maskable flags, hierarchy changes) across avatar, chat, communities, places, events, settings, camera reel, and voice chat subsystems.
QA_REQUIRED: YES
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Claude finished @RominaMarchetti's task in 2m 29s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commits Review
Adds 4 new SoftMask components to loading skeleton Images in the map's place search entry:
All newly-visible Images ( The one exception (
Adds 4 new SoftMask components to loading skeleton Images in the map's event entry:
All newly-visible Images correctly retain All 4 new SoftMasks use Non-Blocking Observations
This component (
SummaryNo blocking issues. The two new commits extend the SoftMask fix to map panel entries ( REVIEW_RESULT: PASS ✅ |
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
1 similar comment
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
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Claude finished @RominaMarchetti's task in 3m 12s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commit Review (
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| Property | Value |
|---|---|
m_RaycastTarget |
1 ❌ |
m_Sprite |
{fileID: 0} (null — invisible) |
m_Color |
{r: 1, g: 1, b: 1, a: 1} (fully opaque in logic, but no sprite renders) |
Blocking Issues
PlacesAndEventsPanel.prefab — New backing Image for Mask has m_RaycastTarget: 1 with no sprite
The added Image component serves as the backing graphic for the new standard Mask component. It has no sprite and is invisible, but m_RaycastTarget: 1 means it will silently intercept pointer events over the entire photos tab area. This is the same pattern that was fixed in VoiceChatContainer.prefab by commit 1ead748f earlier in this PR.
Fix: Set m_RaycastTarget: 0 on the Image component (fileID 1801081627529734516).
Non-Blocking Observations
Multiple Unity built-in background sprites cleared to {fileID: 0} (lines 1298, 2080, 2188, 3035, 7176, 8719, 9384, 9475, 12033, 14000, 14264, 14403, 16047) — All cleared sprites reference guid: 0f85301a9211845c8b8d39b4a4b05762 (Unity's built-in UI sprites: Background, UISprite, Checkmark). Consistent with the cleanup pattern from earlier commits in this PR where transparent Images had their built-in sprite references removed. No visual impact.
Audio property reordering (ButtonPressedAudio/ButtonHoverAudio) — Unity editor re-serialization artifact. No functional change.
m_Color.a: 0 override added (line 22989) on target {fileID: 2732301325727209105} — Makes an element transparent. Appears intentional (hiding a background element in the photos tab during the RectMask2D → Mask migration).
m_AspectRatio: 0.001 in [MB] ChatProfileView_NEW.prefab — Harmless while m_AspectMode: 0 disables enforcement, but worth correcting to 1 if that file is touched again.
CommunityCardBackground.mat sub-epsilon float change — Unity editor re-serialization artifact, no visual impact.
Summary
One blocking issue in the new commit: the backing Image component added for the standard Mask in PlacesAndEventsPanel.prefab has m_RaycastTarget: 1 with no sprite — an invisible click interceptor. This is the same issue pattern fixed in VoiceChatContainer.prefab earlier in this PR; the same fix applies here: m_RaycastTarget: 0.
REVIEW_RESULT: FAIL ❌
COMPLEXITY: COMPLEX
COMPLEXITY_REASON: Touches 36 prefab files modifying the SoftMask rendering pipeline (mask sprites, downsampling, masking modes, backing Image components, maskable flags, RectMask2D→Mask migrations, hierarchy changes) across avatar, chat, communities, places, events, map, settings, camera reel, and voice chat subsystems.
QA_REQUIRED: YES
This reverts commit db68c47.
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Claude finished @RominaMarchetti's task in 1m 45s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issue — RESOLVED ✅
Commit New Commit Review (
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
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Claude finished @RominaMarchetti's task in 2m 26s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commit Review (
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| Change | Before | After |
|---|---|---|
ScrollView component |
RectMask2D (softness {x:0, y:50}) |
removed |
Photos container (6019970107626829907) component |
SoftMask (m_MaskingMode: 0, m_DownSamplingRate: 1) |
standard Unity Mask (m_ShowMaskGraphic: 0) |
Two scrollbar images m_Color.a |
1 (opaque) |
0 (transparent) |
Assessment: Correct, no blocking issues.
- RectMask2D removal — The scroll view's soft-edge vertical clip (
m_Softness.y: 50) is removed. The masking responsibility shifts entirely to theMaskcomponent on6019970107626829907. This is a deliberate unification of the masking approach for the gallery. - SoftMask → standard Mask — The Coffee SoftMask on the photos container is replaced with a standard Unity
Mask. The backing Image for this Mask retainsm_RaycastTarget: 0✅ — no click-interceptor regression. - Scrollbar images transparency — Making the scrollbar track and handle fully transparent (
m_Color.a: 0) hides the scrollbar UI. Combined with the earlierm_Maskable: 0from commit54ba8267, these images are now completely invisible. Intentional design (gallery with hidden scrollbar).
Non-Blocking Observations (unchanged from prior reviews)
m_AspectRatio: 0.001 in [MB] ChatProfileView_NEW.prefab — Harmless while m_AspectMode: 0 disables enforcement, but worth correcting to 1 if that file is touched again to avoid potential distortion if AspectMode is ever re-enabled.
CommunityCardBackground.mat sub-epsilon float change — Unity editor re-serialization artifact, no visual impact.
Summary
All blocking issues across the full PR history remain resolved. The new commit replaces the gallery's SoftMask + RectMask2D dual-masking approach with a single standard Mask component, while hiding the scrollbar. The backing Image for the Mask correctly retains m_RaycastTarget: 0. No regressions introduced.
REVIEW_RESULT: PASS ✅
COMPLEXITY: COMPLEX
COMPLEXITY_REASON: Touches 35 prefab files modifying the SoftMask rendering pipeline (mask sprites, downsampling, masking modes, backing Image components, maskable flags, RectMask2D → Mask migrations, hierarchy changes) across avatar, chat, communities, places, events, map, settings, camera reel, and voice chat subsystems.
QA_REQUIRED: YES
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
DafGreco
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✔️ PR reviewed and approved by QA on both platforms following instructions playing both happy and un-happy path
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
- [✔️ ] Backpack and wearables in world
- [ ✔️ ] Emotes in world and in backpack
- [ ✔️ ] Teleport with map/coordinates/Jump In
- [ ✔️ ] Chat and multiplayer
- [ ✔️ ] Profile card
- [ ✔️ ] Camera
- [✔️ ] Skybox
- [ ✔️ ] Settings
Evidence:
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Claude finished @RominaMarchetti's task in 1m 41s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commit Review (
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| Property | Before | After |
|---|---|---|
m_DownSamplingRate (line 2913) |
1 |
0 |
The SoftMask component (fileID bound to GameObject 7315256464919125450, m_MaskingMode: 0) had the only remaining m_DownSamplingRate: 1 in EventCard_Big.prefab. This commit applies the same fix that has been applied to every other SoftMask throughout the PR. No new Images added, no m_RaycastTarget concerns, no structural changes.
No blocking issues introduced.
Non-Blocking Observations (unchanged from prior reviews)
m_AspectRatio: 0.001 in [MB] ChatProfileView_NEW.prefab — Harmless while m_AspectMode: 0 disables enforcement, but worth correcting to 1 if that file is touched again to avoid potential distortion if AspectMode is ever re-enabled.
CommunityCardBackground.mat sub-epsilon float change — Unity editor re-serialization artifact, no visual impact.
Summary
All blocking issues across the full PR history remain resolved. The new commit closes the last remaining m_DownSamplingRate: 1 case in EventCard_Big.prefab, completing the SoftMask fix across the entire affected prefab set. No regressions introduced.
REVIEW_RESULT: PASS ✅
COMPLEXITY: COMPLEX
COMPLEXITY_REASON: Touches 35 prefab files modifying the SoftMask rendering pipeline (mask sprites, downsampling, masking modes, backing Image components, maskable flags, RectMask2D → Mask migrations, hierarchy changes) across avatar, chat, communities, places, events, map, settings, camera reel, and voice chat subsystems.
QA_REQUIRED: YES
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
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Claude finished @RominaMarchetti's task in 3m 17s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commit Review (
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Claude finished @RominaMarchetti's task in 3m 3s —— View job PR Review: fix/softmask-issuesTasks:
Root-Cause AssessmentWhat problem does this PR solve? Soft mask rendering issues across ~30 UI prefabs — profile pictures, community cards, place cards, backpack slots, event cards, voice chat headers, loading animations, map entries, etc. Masks were blurry, incorrectly shaped, or not rendering at all. Does the diff fix the cause? YES. All changes directly address root causes: Previous Blocking Issues — All RESOLVED ✅VoiceChatContainer: New Commits Review
Disables the Assessment: Correct. When a Unity
Adds a
This replaces the previous approach (commits The CommunityVoiceChatSearch.prefab retains a stale override No blocking issues. Non-Blocking Observations (unchanged from prior reviews)
SummaryAll blocking issues across the full PR history remain resolved. The two new commits finalize the voice chat search header work: disabling a residual SoftMask backing Image on REVIEW_RESULT: PASS ✅ |
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |
1 similar comment
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🔍 Claude reviewed this PR and found no blocking issues, but assessed it as complex — human DEV review is still required before merging. |

Pull Request Description
Closes #8101
What does this PR change?
Fixes soft masks
Test Steps
Observe all cases in the #8101
Quality Checklist
Code Review Reference
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