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Troubleshooting

Fix geometry, filtering, shape, appearance, cache and performance issues.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

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#

SymptomCheck or fix
Tools menu missingConsole compilation errors, Editor assembly import and URP dependencies.
No Edit Mode reflectionEditor Preview or Play Mode, Source Camera, active manager and destination inside source-camera view.
No Play Mode reflectionEnabled surface/manager, supported camera/pipeline, nonzero Strength/Opacity and Diagnostics.
Fully transparent outputIncluded/Excluded layers, empty Include Selected list, sorting restrictions, Region, depth clip planes and sprite alpha.
Unwanted sceneryExclude its object layer or select exact Renderers. Decoration on an included layer still passes until filtered.
Mask says MixedCan be normal multi-layer display; inspect the checked entries. Multiple selected objects may also have mixed values.
Reflection hidden behind a spriteOutput sorting layer/order and water-bed draw order. Capture inclusion does not control destination priority.

Geometry and silhouettes#

SymptomCheck or fix
Reflection on wrong sideHorizontal extends below local Y = 0; vertical Mirror extends left of local X = 0. Inspect orientation and positive transform scale.
Cut-off spriteCapture Region, source camera view, Near/Far Clip and destination sizing. Reduce large wave/offset values while diagnosing.
Shape remains rectangularAssign a Sprite with real transparent alpha; None and opaque-background images give a rectangle.
Circle becomes ellipseMatch sprite aspect, or set height = width × source sprite height / source sprite width.
Tight mask warningUse unpacked or rectangular-packed shape sprites. Tight Packing is unsupported for mask mapping.

Appearance and caches#

SymptomCheck or fix
Wave/tint values do nothingMaster Visual Effects, individual flags and nonzero amplitude/strength. Mirror suppresses waves/ripples.
Pixel Art blur missingPixel Safe Distortion suppresses blur. Choose Smooth for intentional softness.
Cached actor/light frozenRefresh, use Interval, put actors in Hybrid Dynamic Layers or use Planar.
Hybrid actor covers foregroundDynamic composites above static. Use Planar for interleaved transparency.
Lightweight rejects contentRequires Simple Sprite-Unlit-Default, no SpriteMask/SpriteSkin/property block/split-alpha. Use Planar for other renderer/material paths.
Lightweight atlas effects rejectedTight-packed distortion/blur unsupported. Use rectangular/unpacked geometry or Planar.
Soft reflection or swimming pixel gridSource PPU/filtering, surface style/PPU, camera grid, integer scale and texture cap. Compare final output.

Quality, samples and performance#

SymptomCheck or fix
Only quality label changedClick Apply selected quality tier or call SetReflectionQuality. Preset numeric values are stored independently.
Blur/secondary wave missing after LowLow disables both. Re-enable deliberately after raising quality.
Samples use wrong layersInstall Demo Layers adds names only. Preserve custom copies, then Rebuild Official Samples to remap objects/masks.
UI Document Source Asset NoneDemo UI is code-built. Check Panel Settings, Controls and Styles rather than adding arbitrary UXML.
Expensive capturesReduce 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.

Adapted from the supplied guide · PDF pages 40–41.View source guide ↗
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