Troubleshooting

intermediate troubleshooting

Highlight Plus · Troubleshooting & FAQ

Common issues and their solutions when working with Highlight Plus.

Effect Not Visible

Possible CauseSolution
Highlighted checkbox not enabledEnable Highlighted on the HighlightEffect component, or trigger it via script / HighlightManager.
All effect intensities are zeroSet Outline, Glow, or another effect to a value greater than 0.
(URP) Render Feature not addedOpen each URP Renderer Asset and add Highlight Plus Render Feature. Check all quality levels in Project Settings.
Object has no RendererHighlightEffect requires a MeshRenderer or SkinnedMeshRenderer on the object or its children.
Camera Layer Mask excludes the cameraVerify the Cameras Layer Mask includes your active camera.

Effects Work in Editor but Not in Builds

Possible CauseSolution
(URP) Render Feature missing from build quality levelsProject Settings → Quality has different URP Assets per quality tier. Add the Render Feature to every URP Renderer Asset.
Shader variants strippedIf using custom stripping, ensure Highlight Plus shaders are not excluded from the build.

Outline/Glow Cut Off on Animated Characters

In Highest Quality mode, effects are rendered to a screen-space region based on renderer.bounds. If the SkinnedMeshRenderer’s Update When Offscreen is disabled, bounds become stale during animations.

Fix: Enable Update When Offscreen on the SkinnedMeshRenderer component.

Rendering Conflicts with SMAA (URP)

SMAA antialiasing can cause visual artefacts with Highlight Plus in certain configurations.

Fix: Switch to FXAA or TAA, or adjust the render queue in the Highlight Plus Render Feature settings.

See-Through Visible Through Floors

By default, the see-through effect uses all geometry as occluders. To limit it to walls only:

  1. Assign walls to a dedicated layer.
  2. Set Occlude Layer to that layer.
  3. Enable Accurate for pixel-perfect testing.

Target FX “Align to Ground” Not Working

Possible CauseSolution
Ground mesh has no ColliderAdd a MeshCollider or BoxCollider to the ground object.
Depth Texture disabledEnable Depth Texture in the URP Asset.
Ground Layer Mask includes the object itselfSet the Ground Layer Mask to only include the ground layer, not the highlighted object’s layer.
Ray origin below groundIncrease the Offset Y value so the detection ray starts above the surface.

Compatibility with Third-Party Assets

AssetNotes
Beautify (with super-sampling)Super-sampling renders to an off-screen target. Create a second camera (child of main), set Clear Flags to Depth Only, restrict Highlight Plus camera mask to it, and enable Ignore Object Visibility.
Dynamic Mesh CombinerEnable Ignore Object Visibility on the HighlightEffect.

If your issue is not listed here, visit the support forum or email our support team.

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