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Known Issues

The following are known issues with the current version of SplashEdit and psxsplash. Pull requests are welcome for any of these - the project has grown significantly and contributions are greatly appreciated.

Rendering

Exterior scene BVH rendering is very broken

The Bounding Volume Hierarchy culling system for exterior scenes needs a full rewrite. Use Interior scene type with rooms and portals whenever possible.

BVH preview visualization is broken

The BVH preview toggle in the Scene Exporter inspector does not display correctly. The Rooms/Portals preview works fine.

Polygon subdivision stitching issues

When polygons are subdivided to fit within the PS1's rasterizer limits, seams can appear between subdivided pieces.

Fog not working correctly

Distance fog is implemented but has visual issues in certain configurations.

PSX UI images overblown with white tint

Using a full white tint (255, 255, 255) on PSXUIImage elements causes washed-out, overblown colors. Use a tint around 128, 128, 128 for normal appearance.

Portal visibility at close range

When standing directly in front of a portal, the connected room may not render correctly. The portal screen-rect calculation has issues at very close distances.

Scene Setup

Interior scenes need at least one room defined

If you set the scene type to Interior but don't add any PSXRoom components, rendering glitches will occur. Always define at least one room volume.

All geometry must be enclosed in rooms

In interior scenes, geometry not contained within any PSXRoom volume goes to a catch-all bucket that's always rendered. Make sure room volumes fully enclose all visible geometry.

Textures must be power-of-two

All textures must be power-of-two in both width and height, with a maximum size of 256x256. SplashEdit does NOT validate this - incorrect textures produce broken results silently.

Physics & Navigation

Jumping is visual only

Player jumping currently has no collision interaction with the environment. The player moves up and down visually but does not interact with platforms or ceilings.

The Nav Cell Height parameter on PSXPlayer does not work correctly. Leave it at the default value.

Rotating objects doesn't update collision bounds

Rotating objects via Lua does not recalculate their AABB (axis-aligned bounding box) collision bounds. The collision volume stays in the original orientation.

API Limitations

Camera API overridden by navigation controller

In scenes with a PSXPlayer and navigation regions, the navigation controller continuously overrides camera position and rotation. The Camera API is primarily useful during cutscenes.

Camera.LookAt is incomplete

The Camera.LookAt() function exists in the Lua API but is a placeholder. It does not correctly point the camera at the target position.

Camera.GetRotation always returns

Rotation decomposition from the internal matrix representation is not implemented.

Persist storage limited to 16 entries

The cross-scene persistent data system supports only 16 key-value pairs. Exceeding this limit silently fails with no error.

Memory report is very approximate

The memory preview in the Control Panel is very limited and approximate. Do not trust the numbers as accurate. A safe margin is when it shows around 50%.

Platform

Can get a little moody on Linux

Some editor functionality may behave inconsistently on Linux. The primary development and testing platform is Windows.

No macOS support

SplashEdit does not support macOS. The developer does not have a Mac to develop and test on.

Build Pipeline

PCSX-Redux startup logs may be missed

When launching the emulator from the Control Panel, Unity can hang briefly during the process launch. Early console output from PCSX-Redux may be lost. This doesn't affect gameplay.

Fonts

Custom fonts can have character cropping issues

Individual characters in custom bitmap fonts may appear slightly cropped or cut off.

Internal

The navigation mesh generation system works but the internal code quality needs improvement. A rewrite is planned.

Default ISO license shows "Made with psxsplash"

When building an ISO without a custom license file, the default license displays "Made with psxsplash" on boot. Provide your own .dat license file in the build settings to override this.