Troubleshooting
intermediate troubleshootingHighlight Plus 2D · Troubleshooting & FAQ
Common issues and their solutions when working with Highlight Plus 2D.
Effects Not Visible
| Possible Cause | Solution |
|---|---|
No HighlightEffect2D component | Add Highlight Effect 2D to the sprite GameObject. |
| Highlighted is unchecked | Enable Highlighted in the Inspector, or set effect.highlighted = true from script. |
| No effect enabled | Enable at least one effect (Outline, Glow, Overlay, etc.) in the component. |
| Sprite on a high sorting layer | Effects render on Sorting Layer 0 by default. Move sprites to a lower sorting layer, or adjust the effect sorting layer. |
| Alpha Cut Off too high | Lower the Alpha Cut Off value so visible pixels are not discarded. |
See-Through Not Working
| Possible Cause | Solution |
|---|---|
| Occluder not enabled | The sprite in front must have HighlightEffect2D with Occluder enabled. |
| See-Through not enabled on target | The sprite behind must have See-Through enabled in its HighlightEffect2D. |
Trigger Not Responding to Pointer
| Possible Cause | Solution |
|---|---|
| Missing collider | Add a Collider2D (e.g. BoxCollider2D) to the sprite. |
| No Physics2D Raycaster | Ensure your camera has a Physics 2D Raycaster component (required for UI-based pointer detection). |
Sorting Layer Issues
Highlight Plus 2D effects render on Sorting Layer 0 by default. If your sprites use a higher sorting layer, effects may appear behind the sprite.
Fix: Move sprites to a sorting layer with an order value that does not conflict, or adjust the effect rendering order.
Spine / Mesh Renderer Issues
When using Highlight Plus 2D with MeshRenderer (e.g. Spine), enable the Preserve Mesh option in the General section. This uses the original mesh data instead of a generated quad.
Polygon / SVG Sprites Not Rendering Correctly
Enable the Polygon / SVG toggle in the General section when using polygon-packed or SVG sprites.
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