FAQ and knows issues

Frequently asked questions:

  • If you are using other rendering features (in URP), and you experience issues, try changing the order of the highlights rendering feature.

  • Please make sure to exclude UI from the depth mask layer. It might cause issues after building your game.

  • If you do not see any highlight effects in the showcase scene after importing and setting up the asset, you may need to remove and re-add the Highlight Manager Renderer feature in your URP Renderer Data asset or from your camera.

  • If you are experiencing errors in the console, you may want to try reimporting the asset to see if that resolves the issue.

  • If your imported assets are appearing pink, it may be because you are not using the Universal Render Pipeline (URP) properly. Please check the installation guide for the URP to ensure that you have set it up correctly.

  • If the camera is not functioning as shown in the promotion video, it may be because the camera motion relies on the Cinemachine package. You should install the Cinemachine package to get the camera functioning properly.

  • If the Showcase Demo Scene's canvas UI is not working properly, you may need to change the Event System's input module to the Standalone input module.

  • If you are experiencing a drop in FPS, you may want to check out the performance section for more information about ways to optimize the effects. This may help you increase performance.

  • If you opened the demo scene but are not seeing any highlights, it is possible that you are not using the Highlights Manager renderer feature in your URP Asset. Please try reviewing the setup tab again to see if this resolves the issue.

  • The highlights feature does not currently work with the 2D renderer in URP. It is currently not possible to inject custom render passes in this renderer.

  • If the highlights are not showing when sprites are behind other objects, you will need to change the Rendering Event in the HighlightsManager custom renderer feature from Before Rendering Transparents to After Rendering Transparents.

  • The highlights feature is compatible with mobile devices. However, you will need to keep in mind that the asset can be computationally expensive to use, so you will need to monitor your FPS and try to optimize the settings as much as possible to ensure good performance on mobile devices.

  • Currently, there are some issues with VR so it is not officially supported. However, it is important to remember that this asset is based on post-processing effects, which can be expensive to render in VR. You may want to consider using other assets that are less expensive, such as the Easy Outline Shader, when developing a VR game.

If you have any problems or feedback, feel free to contact me anytime: izzynab.publisher@gmai.com or via Discord.

Issues:

  • Rendering sprites highlights work only when Rendering Event is set to After Rendering Transparents

  • Outer Glow and depth testing doesn't work in WebGL builds

  • Single Instanced rendering doesn't work in newer versions of unity with URP

  • Android build with OpenGL ES doesn't work properly on some devices

  • Rendering bounds in VR are not working properly (should be increased so the highlight wouldn't be excluded)

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