FAQ (Frequently Asked Questions)
Before reaching out to the support email please take a look at the following questions and answers.
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.
A UI element is not showing up in a final device build, what should I do?
You are probably using Post Processing and that’s overriding the Depth Buffer. To solve it, set the ZTest Mode in Advanced Configuration to Always. You can do that in the Material Custom Inspector.
Is it mandatory to use a certain Color Space in the Project?
Of course not, you are free to use whatever Color Space you want. Gamma is recommended to get the same exact results shown in the Demo and asset promo material.
Time-based effects stutter or stop working after a few minutes on mobile devices. How can I fix this?
This is caused by variable precision issues with half-float types on mobile GPUs affecting time calculations. To fix this:
Open the shader file in your code editor
Use Find & Replace (Ctrl+H) to search for "half"
Replace all instances with "float"
Also check and update any .cginc files if present
Save the files
This increases the precision of floating-point calculations, preventing time-based animations from stuttering or freezing on mobile devices. The performance impact is minimal compared to the visual artifacts it resolves.
How can I make sure that a Material keeps being animated when the game is paused?
Use the Scaled Time shader variant and have an active object with the “SetGlobalTimeNew.cs” component attached to it.
Last updated