# Limitations

We all are aware that its publisher’s job to make customer understand about the benefits that they gain from incorporating plugins in their project. Equally, , its his responsiblity to make others aware of the limitation as well. Here are few limitations that our plugin is having right now:

* Normal Maps serialization is currently not supported. Unity has a different internal representation of Normal Map texture types and moreover its specific to active Platform. So at this moment, we don’t have any solution any to serialize this texture type.
* Material serialization was partially supported in v1.0, mainly because Unity doesn’t provide direct access to shader properties at runtime. And you might be aware that, we can access material property values only by using property name or property name id. So investigating further on this topic, we came across a forum post which discussed about similar issue. Over there someone had suggested to use [ShaderUtil](http://docs.unity3d.com/ScriptReference/ShaderUtil.html) for accessing Shader properties from Editor and saving that info onto an asset file, which then can be used at runtime. Following his suggestion, we were able to overcome this limitation but not completely. Material serialization still doesn’t work for the Shaders that are created at runtime.
