FAQ (Frequently Asked Questions)
Before reaching out to the support email please take a look at the following questions and answers.
Last updated
Before reaching out to the support email please take a look at the following questions and answers.
Last updated
Use the Scaled Time shader variant and have an active object with the “SetAllIn1VfxCustomGlobalTime.cs” component attached to it.
It’s a problem with the Depth Buffer and when it’s being written. We want it to be available when the Vfx transparent Materials render. This only happens with some Unity versions, but in case you encounter it, it can be fixed in the Pipeline asset changing the Depth Texture Mode to After Opaques.
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.