Highlight Plus effects don't render when Beautify uses super-sampling (built-in pipeline).
This outcome is by design in Unity. Super Sampling will make the camera render to an off-screen target which Highlight Plus is not aware of, so its effects won’t be visible in the final blend. A work around exists though: create a second camera child of the main camera, set its Clear Flags to Depth Only and set Highlight Plus camera layer mask to this second camera only. Finally, enable the ‘Ignore Object Visibility’ option in Highlight Plus. The result is that Highlight Effects are now rendered by the second camera on top of the result of the main camera which can continue to use super-sampling.
Compatibility With Dynamic Mesh Combiner
Activate “Ignore Object Visiblity” in Highlight Plus. This option allows compatibility with other assets like Dynamic Mesh Combiner.
How can I make the 'fade in duration' use unscaledTime so that it works during a pause?
To make the ‘fade in duration’ use unscaledTime, simply add the following line in the Start() method of any script:
HighlightEffect.useUnscaledTime = true;
The option 'Align to ground' of Target FX doesn't work in my scene
If the ground is a mesh, make sure it has a collider. Also make sure Depth Texture is enabled in the URP asset and that the Ground Layer Mask doesn’t contain the object layer, only the ground layer. You can also increase a bit the offset Y value in the inspector to ensure the ray that detects the ground under the object starts above the ground.
Some effects don't render correctly in GameView in URP.
In some configurations, the SMAA antialiasing can cause conflicts with the rendering method used by Highlight Plus. Try using a different render queue in the Highlight Plus Render Feature or using a different antialiasing method.
Glow or outline effects in Highest Quality mode are being cut off on one side of my character.
Highlight Plus uses an optimized method to render these effects, focusing only on the screen area being affected. To achieve this, Highlight Plus calculates the screen rectangle required by using the renderer.bounds of the character’s Skinned Mesh Renderer. When the “Update When Offscreen” option in the Skinned Mesh Renderer is not enabled, Unity does not update the bounds values during animations, which can cause the calculated rectangle to not fully cover the character. To fix this issue, enable the “Update When Offscreen” checkbox in the Skinned Mesh Renderer.
Highlight Plus works in Editor but not in the build (URP).
Make sure Highlight Plus Render Feature is added to all URP assets referenced in Project Settings / Quality (there can be different URP assets per quality level).
I have a question which is not covered in the guide...
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