Troubleshooting
intermediate troubleshootingHighlight Plus · Troubleshooting & FAQ
Common issues and their solutions when working with Highlight Plus.
Effect Not Visible
| Possible Cause | Solution |
|---|---|
| Highlighted checkbox not enabled | Enable Highlighted on the HighlightEffect component, or trigger it via script / HighlightManager. |
| All effect intensities are zero | Set Outline, Glow, or another effect to a value greater than 0. |
| (URP) Render Feature not added | Open each URP Renderer Asset and add Highlight Plus Render Feature. Check all quality levels in Project Settings. |
| Object has no Renderer | HighlightEffect requires a MeshRenderer or SkinnedMeshRenderer on the object or its children. |
| Camera Layer Mask excludes the camera | Verify the Cameras Layer Mask includes your active camera. |
Effects Work in Editor but Not in Builds
| Possible Cause | Solution |
|---|---|
| (URP) Render Feature missing from build quality levels | Project Settings → Quality has different URP Assets per quality tier. Add the Render Feature to every URP Renderer Asset. |
| Shader variants stripped | If 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:
- Assign walls to a dedicated layer.
- Set Occlude Layer to that layer.
- Enable Accurate for pixel-perfect testing.
Target FX “Align to Ground” Not Working
| Possible Cause | Solution |
|---|---|
| Ground mesh has no Collider | Add a MeshCollider or BoxCollider to the ground object. |
| Depth Texture disabled | Enable Depth Texture in the URP Asset. |
| Ground Layer Mask includes the object itself | Set the Ground Layer Mask to only include the ground layer, not the highlighted object’s layer. |
| Ray origin below ground | Increase the Offset Y value so the detection ray starts above the surface. |
Compatibility with Third-Party Assets
| Asset | Notes |
|---|---|
| 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 Combiner | Enable 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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