Quick answer: Pack metallic-roughness per the glTF spec (roughness=G, metallic=B), and ensure the importer routes those channels to the correct shader inputs.

A glTF model that looks like wet plastic or dull chalk often has its PBR channels crossed. The glTF spec packs occlusion, roughness, and metallic into one RGB texture, and reading roughness or metallic from the wrong channel inverts the material's look.

How to fix it

1. Follow the glTF channel packing

Pack the ORM/metallic-roughness texture with roughness in green and metallic in blue exactly as the glTF 2.0 spec requires. Exporters that deviate produce wrong-looking surfaces everywhere.

2. Set factors, not just maps

Confirm baseColorFactor, metallicFactor, and roughnessFactor are sane (metallic 0 for non-metals). A stray metallicFactor of 1 makes everything mirror-like regardless of the map.

3. Verify in a reference viewer

Open the glb in a known-good glTF viewer to confirm the material is correct in the file. If it looks right there but wrong in your engine, the importer is misrouting channels.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.