Troubleshooting

The things that go wrong, why they go wrong, and what to do, starting with the ones that look like bugs and are not.

Nothing renders in a 3D studio#

Engine, Sculpt, Retopo, Pigment, Render and Matter all need WebGL 2.

  • Check that hardware acceleration is on in your browser's settings. A browser running on software rendering will open the studio and show you almost nothing.
  • WebGPU is not required. The Engine starts on WebGL, swaps itself to WebGPU when the browser offers it, and falls back on its own if that fails. A missing WebGPU makes some effects unavailable and slower; it does not make the studio blank.
  • On a laptop with two GPUs, check that the browser is using the discrete one.

A studio opens on "No project open"#

Some studios need a document of their own, not just a project: a canvas size, a page size, a mesh. Click the Create card and answer the dialog; the studio lights up behind it.

I cannot import an FBX#

FBX is Autodesk's format and browsers cannot read it natively. Export glTF / GLB instead: in Blender, File → Export → glTF 2.0. GLB is what the whole 3D pipeline here speaks; the other supported mesh formats are OBJ, STL and PLY.

Ctrl+V does not paste an image from outside aukimi#

Make sure the focus is on the canvas and not in a text field, and accept the browser's clipboard permission the first time it asks. Once granted it is remembered for the site.

A brush stroke cuts at a UV seam in Pigment#

Painting across a seam is stamped on both sides of the texture automatically. If the stroke still breaks, the brush is smaller than the distance to the seam, increase the size, or finish the join in the 2D view where the seam is visible as a line rather than as a discontinuity.

Seam bleed is a separate switch, under symmetry. It helps on clean UVs and can produce artefacts on unclean ones, which is why it is not on by default.

My cloud project says it changed elsewhere#

That is a conflict, and aukimi will not guess. It offers keep local (overwrite the cloud) or keep cloud (discard local). There is no automatic merge, on purpose: a half-merged timeline is worse than either version whole.

If both sides matter, export the local one first: the studio's own export, or the project as JSON from the dashboard, and only then take the cloud copy.

I lost work#

In order:

  1. The dashboard. A project is there whether or not it was ever uploaded.
  2. Versions. Every project keeps a version history: autosaved versions, ones you saved by hand, and one written automatically before any restore. Preview them, compare two, then restore.
  3. The auto-save. It runs on an interval you can see and change in Settings → General.

Versions live in this browser and the newest N per project are kept. Pin the ones that matter: pinning keeps a version past that limit, and copies it to the cloud when cloud save is on.

Clearing site data for aukimi.com deletes every project that was never uploaded. There is no undo for that, and no copy anywhere else. If a project matters, turn cloud save on.

The browser says storage is nearly full#

aukimi warns rather than failing a save silently. Free space by deleting projects you no longer need from the dashboard, or by clearing undo history in Settings → General: the panel shows how much is in memory and how much has spilled to disk, and can clear it per studio.

Undo does not go back far enough#

The depth is a setting: Settings → General → Undo history. Infinite undo lets history spill to disk when memory fills.

For projects synced to the cloud, the undo stack has a cold tier, and its rule is quantity before age: the newest 1024 states are kept however old they are, and the seven-day expiry only reaches what overflows that. A project untouched for a month still has its full undo depth when you come back.

Undo undid the wrong thing in a shared session#

It did not; it undid yours. Undo is deliberately local: undoing a collaborator's work from across the room would be worse than not being able to.

Someone else's changes are not appearing#

How much syncs depends on the studio. Engine, Inkwell, Pigment, Sculpt, Vectra, Animator, Fusion, Pulse and the Pixel Editor sync operation by operation. Composer, Matter, Render and Retopo sync the whole document, debounced, last writer wins. In those four, two people should not edit the same document at the same moment. See Working together.

I cannot edit a shared project#

You may have view access rather than edit. That is enforced on the server, not by hiding buttons, so the edits are refused rather than lost silently. Ask whoever shared it to change your permission.

An object is locked#

Someone else is editing it; "This is being edited by {name}". Locks are released when they move on.

Playback stutters in Pulse or Fusion#

Both report their own budget. Pulse shows CPU, RAM, latency and active voices at the bottom right; Fusion shows GPU, CPU and RAM along the top. Read which one is exhausted before changing anything. In Fusion, the RAM preview caches the section you are judging.

A native Engine build is missing something the web build has#

A desktop or mobile build exports the scene as data and compiles it through a generated Bevy project. glTF does not carry custom shaders, thin instances, the procedural sky or post-processing, so a runtime system that has not been ported to that side will be absent from a native build while looking correct on the web. Check a native build before relying on it.

The AI teammate panel is not there#

Access is granted per member by an administrator. It does not come with a subscription, a backer tier or an access link.

Something else#

Report it from the feedback control inside the app, or write to contact@aukimi.com.