Troubleshooting
intermediate troubleshootingTerrain Grid System 2 · Troubleshooting & FAQ
Troubleshooting
Common issues and solutions for Terrain Grid System 2.
Grid Not Visible
| Symptom | Solution |
|---|---|
| Grid does not appear at all | Ensure a Terrain or GameObject is assigned in the inspector. Check that Show Cells is enabled. |
| Grid invisible in URP | Disable Depth Priming Mode in your Universal Renderer Data asset. |
| Grid appears but no cells are drawn | Check Max Slope, Max Height Difference, and Min/Max Altitude — overly restrictive values can hide all cells. Also check the Mask texture if one is assigned. |
| Grid appears in wrong position | Verify Grid Center and Grid Scale values. For custom meshes, adjust Mesh Pivot. |
Highlight and Interaction Issues
| Symptom | Solution |
|---|---|
| Cells don't highlight on hover | Set Highlight Mode to Cells or Territories (not None). Ensure a camera with a Physics Raycaster exists in the scene. |
| Grid interaction blocked by UI | If Respect Other UI is enabled, grid input is suppressed while the pointer is over a uGUI Canvas element. Disable it or adjust your UI layout. |
| Click events not firing | Verify you are subscribed to the correct event (OnCellClick, OnTerritoryClick). Check that the cell is not blocked by a collider in front of the grid. |
Grid Editor Issues
| Symptom | Solution |
|---|---|
| Cannot select cells in Grid Editor mode | Ensure Gizmos are enabled in the Scene View toolbar. |
| Cell settings lost after play mode | Use Export Settings to save cell configurations to a TGS Config component before entering play mode. |
Pathfinding Issues
| Symptom | Solution |
|---|---|
FindPath returns null | Check that start and end cells are valid indices, that no cells along the route have canCross = false, and that maxSearchCost is not too low. |
| Path goes through blocked areas | Verify you are setting canCross on the correct cell indices. Use CellToggleRegionSurface to visually debug blocked cells. |
| Pathfinding causes frame drops | Use FindPathAsync or FindPathAsyncTask for large grids. Set reasonable maxSteps limits. |
Performance Issues
| Symptom | Solution |
|---|---|
| Slow grid generation | Reduce cell count, lower Relaxation, reduce Roughness. For large terrains, use partial grid coverage via gridCenter/gridScale. |
| Frame drops when grid first appears | Pre-warm the grid during a loading screen by accessing grid properties or calling Redraw(). |
| High memory usage | Disable unused features (territories, curvature). Consider splitting the world into multiple smaller grids. |
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