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@@ -158,7 +158,17 @@ If you're still not receiving emails, there may be a service disruption. Check o
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## Can I remove the Needle Engine logo and branding (white-labelling)?
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Yes, the Needle Engine logo and branding can be removed with a [PRO license](https://www.needle.tools/pricing). This allows you to fully white-label your web experiences with your own branding.
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Yes, the Needle Engine logo and branding can be removed with an [EDU, PRO, or Enterprise license](https://www.needle.tools/pricing). This allows you to fully white-label your web experiences with your own branding.
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The logo appears in the **NeedleMenu** — the bottom-center toolbar in your web experience. In Unity, this is controlled by the `NeedleMenu` component. In code, you can access it via `this.context.menu`.
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With a qualifying license, the Needle logo and branding button are automatically removed from the menu.
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## How do I remove the bottom bar / NeedleMenu?
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The bottom-center toolbar is the **NeedleMenu**. To remove it entirely, delete or disable the `NeedleMenu` component in Unity. In code, you can access it via `this.context.menu`.
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Note that removing the Needle branding button from the menu requires an [EDU, PRO, or Enterprise license](https://www.needle.tools/pricing). With a Basic license the branding button must remain visible.
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# Installation & Setup
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Once you're done testing, remove the `npm:` prefix and restore the original version, or update your Unity/Blender package to match.
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## I get 'Failed to resolve import "./register_types.js"' after upgrading from Needle Engine 3.x to 5.x
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If you see an error like this after opening your web project:
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```
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Failed to resolve import "./register_types.js" from "src/generated/gen.js". Does the file exist?
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```
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This is caused by your web project still using **Vite 4**, which is incompatible with Needle Engine 4.x and later. You need to update your project's build tooling to **Vite 8**.
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**Update the following in your `package.json`:**
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```json
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{
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"devDependencies": {
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"vite": "^8.0.0",
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"@vitejs/plugin-basic-ssl": "2",
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"vite-plugin-compression2": "^2.5.2"
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}
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}
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```
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::: tip
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If your project previously used `vite-plugin-compression` (v1), replace it with `vite-plugin-compression2` and update any imports in your `vite.config.js` accordingly.
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:::
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After updating `package.json`, delete your `node_modules` folder and `package-lock.json`, then run `npm install` again.
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You can use the [Vite template](https://github.com/needle-engine/vite-template) as a reference for the correct project setup and dependencies.
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## What are package.json and package-lock.json?
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See [Project Structure – package.json](/docs/explanation/core-concepts/project-structure#understanding-files-and-folders-in-the-web-project) for a full explanation of these files and how they relate to your project.
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# Rendering & Visuals
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## Can I use camera stacking (URP overlay cameras) to render UI without post-processing?
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No, Unity's URP camera stacking is not supported in Needle Engine. The overlay camera concept does not translate to the three.js rendering pipeline used under the hood.
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**Alternatives for rendering world-space UI above the 3D scene without post-processing:**
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-**HTML/CSS overlay:** Use HTML elements positioned over the 3D canvas. This naturally bypasses post-processing since it's outside the WebGL context and is the recommended approach for most UI.
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-**Custom render pass:** Implement a second render pass using three.js render layers with `autoClear` disabled in a custom component.
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## I can't set camera clear flags or priority in Unity (URP)
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In Unity's Universal Render Pipeline, clear flags and camera priority cannot be configured from the Inspector UI for Needle Engine export. These settings must be set from code at runtime.
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In your TypeScript component, you can access the camera's clear flags via the three.js camera and renderer:
Camera stacking and overlay cameras from URP are [not supported](#can-i-use-camera-stacking-urp-overlay-cameras-to-render-ui-without-post-processing).
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## My objects are white after export
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This usually happens when you're using custom shaders or materials and their properties don't cleanly translate to known property names for glTF export.
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You can either make sure you're using glTF-compatible materials and shaders, or mark shaders as "custom" to export them directly.
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