FAQ (Frequently Asked Questions)
Effects don’t show up in the final device build. How can I fix it?
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.
The meshes are black, how do I fix it?
Solution explained in the URP And Post Processing Setup page, in the Black Meshes error sub-section.
How can I make sure that a Material keeps being animated when the game is paused?
Check out the Scaled Time section.
Can the asset render things as Unlit?
Yes. Set the Light Model to None. Enable Custom Ambient Light and set the color to full white RGB (1,1,1).
What are the ALLOC_TEMP_TLS error messages?
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
Is the asset compatible with Gpu Instancer asset?
Yes it is. You can use it with Gpu Instancer or do your own DrawMeshInstanced implementation.
How performant is the shader?
Very. More information here: Performance Considerations. And in any case, you have Full Control Over Shader Keywords.
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