Isolate a problem with one source sprite, Planar mode, Visual Effects off and transparent Background Color. Fix camera, capture geometry and filters before reintroducing masks, caches and effects.
Setup and selection#
| Symptom | Check or fix |
|---|---|
| Tools menu missing | Console compilation errors, Editor assembly import and URP dependencies. |
| No Edit Mode reflection | Editor Preview or Play Mode, Source Camera, active manager and destination inside source-camera view. |
| No Play Mode reflection | Enabled surface/manager, supported camera/pipeline, nonzero Strength/Opacity and Diagnostics. |
| Fully transparent output | Included/Excluded layers, empty Include Selected list, sorting restrictions, Region, depth clip planes and sprite alpha. |
| Unwanted scenery | Exclude its object layer or select exact Renderers. Decoration on an included layer still passes until filtered. |
| Mask says Mixed | Can be normal multi-layer display; inspect the checked entries. Multiple selected objects may also have mixed values. |
| Reflection hidden behind a sprite | Output sorting layer/order and water-bed draw order. Capture inclusion does not control destination priority. |
Geometry and silhouettes#
| Symptom | Check or fix |
|---|---|
| Reflection on wrong side | Horizontal extends below local Y = 0; vertical Mirror extends left of local X = 0. Inspect orientation and positive transform scale. |
| Cut-off sprite | Capture Region, source camera view, Near/Far Clip and destination sizing. Reduce large wave/offset values while diagnosing. |
| Shape remains rectangular | Assign a Sprite with real transparent alpha; None and opaque-background images give a rectangle. |
| Circle becomes ellipse | Match sprite aspect, or set height = width × source sprite height / source sprite width. |
| Tight mask warning | Use unpacked or rectangular-packed shape sprites. Tight Packing is unsupported for mask mapping. |
Appearance and caches#
| Symptom | Check or fix |
|---|---|
| Wave/tint values do nothing | Master Visual Effects, individual flags and nonzero amplitude/strength. Mirror suppresses waves/ripples. |
| Pixel Art blur missing | Pixel Safe Distortion suppresses blur. Choose Smooth for intentional softness. |
| Cached actor/light frozen | Refresh, use Interval, put actors in Hybrid Dynamic Layers or use Planar. |
| Hybrid actor covers foreground | Dynamic composites above static. Use Planar for interleaved transparency. |
| Lightweight rejects content | Requires Simple Sprite-Unlit-Default, no SpriteMask/SpriteSkin/property block/split-alpha. Use Planar for other renderer/material paths. |
| Lightweight atlas effects rejected | Tight-packed distortion/blur unsupported. Use rectangular/unpacked geometry or Planar. |
| Soft reflection or swimming pixel grid | Source PPU/filtering, surface style/PPU, camera grid, integer scale and texture cap. Compare final output. |
Quality, samples and performance#
| Symptom | Check or fix |
|---|---|
| Only quality label changed | Click Apply selected quality tier or call SetReflectionQuality. Preset numeric values are stored independently. |
| Blur/secondary wave missing after Low | Low disables both. Re-enable deliberately after raising quality. |
| Samples use wrong layers | Install Demo Layers adds names only. Preserve custom copies, then Rebuild Official Samples to remap objects/masks. |
| UI Document Source Asset None | Demo UI is code-built. Check Panel Settings, Controls and Styles rather than adding arbitrary UXML. |
| Expensive captures | Reduce region/resolution/update rate/included geometry; use off-screen skipping and static caches appropriately. Profile the target. |
Ask for support#
Use support details on the product's Asset Store publisher/product listing. Include Unity/URP versions, target device/API, mode, Diagnostics message and a minimal reproducible scene. This site does not invent a support address or claim unrun player checks.