FAQ (Frequently Asked Questions)

chevron-rightEffects don’t show up in the final device build. How can I fix it?hashtag

Make sure you are not using material.Enable/DisableKeyword as mentioned in the How to Enable/Disable Effects at Runtime section of this Documentation document. And that you are not changing the Graphics shader include settings in any way. Unity will handle shader variants for you. If you are using Addressables you can make sure shader variants are included by adding shader varaints into a Resource folder.

chevron-rightHow can I make sure that a Material keeps being animated when the game is paused?hashtag

Check out the Scaled Time section.

chevron-rightIs the asset compatible with Unity 6?hashtag

Of course

chevron-rightWhy am I getting some intense light flickering?hashtag

It's a Unity bug that happens in some early versions of Unity 6. You just need to upgrade to 6.2 or newer.

chevron-rightCan the asset render things as Unlit?hashtag

Yes. Set the Light Model to None. Enable Custom Ambient Light and set the color to full white RGB (1,1,1).

chevron-rightWhat are the ALLOC_TEMP_TLS error messages?hashtag

These ALLOC_TEMP_TLS messages are harmless Unity console warnings that only appear in the Editor when using URP. They occur when Unity temporarily needs more memory to compile the shader variants for all the effects included in the asset. Importantly, these messages:

  • Cause no visual artifacts or rendering issues

  • Only appear in the Unity Editor (never in builds)

To reduce ALLOC errors, you have a 2 options:

1. Control Shader Keywords: You have full control over which shader keywords are included, and reducing them will make these errors less likely to occur: Full Control Over Shader Keywords

2. Disable Unused URP Features: You can disable any URP features you're not using: URP Shader Feature Configuration

chevron-rightThe meshes are black, how do I fix it?hashtag

Solution explained in the URP And Post Processing Setup page, in the Black Meshes error sub-section.

chevron-rightIs the asset compatible with Gpu Instancerarrow-up-right asset?hashtag

Yes it is. You can use it with Gpu Instancerarrow-up-right or do your own DrawMeshInstanced implementation.

chevron-rightHow performant is the shader?hashtag

Very. More information here: Performance Considerations. And in any case, you have Full Control Over Shader Keywords.

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