Troubleshooting

intermediate troubleshooting

Terrain Grid System 2 · Troubleshooting & FAQ

Troubleshooting

Common issues and solutions for Terrain Grid System 2.

Grid Not Visible

SymptomSolution
Grid does not appear at allEnsure a Terrain or GameObject is assigned in the inspector. Check that Show Cells is enabled.
Grid invisible in URPDisable Depth Priming Mode in your Universal Renderer Data asset.
Grid appears but no cells are drawnCheck 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 positionVerify Grid Center and Grid Scale values. For custom meshes, adjust Mesh Pivot.

Highlight and Interaction Issues

SymptomSolution
Cells don't highlight on hoverSet Highlight Mode to Cells or Territories (not None). Ensure a camera with a Physics Raycaster exists in the scene.
Grid interaction blocked by UIIf 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 firingVerify 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

SymptomSolution
Cannot select cells in Grid Editor modeEnsure Gizmos are enabled in the Scene View toolbar.
Cell settings lost after play modeUse Export Settings to save cell configurations to a TGS Config component before entering play mode.

Pathfinding Issues

SymptomSolution
FindPath returns nullCheck 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 areasVerify you are setting canCross on the correct cell indices. Use CellToggleRegionSurface to visually debug blocked cells.
Pathfinding causes frame dropsUse FindPathAsync or FindPathAsyncTask for large grids. Set reasonable maxSteps limits.

Performance Issues

SymptomSolution
Slow grid generationReduce cell count, lower Relaxation, reduce Roughness. For large terrains, use partial grid coverage via gridCenter/gridScale.
Frame drops when grid first appearsPre-warm the grid during a loading screen by accessing grid properties or calling Redraw().
High memory usageDisable unused features (territories, curvature). Consider splitting the world into multiple smaller grids.

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