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FAQ

Start here for package imports, pink materials, missing effects, and common integration problems. For a full walkthrough, choose your product on the Welcome page.

Why are my materials pink or shaders missing?

Section titled “Why are my materials pink or shaders missing?”

First check that you imported the FORGE3D package for your project’s render pipeline. Pink materials can also indicate a shader compilation error; installing another pipeline is not a universal fix.

  1. Identify your active pipeline: Built-in (also called Standard), URP, or HDRP.
  2. Open the product folder under Assets/FORGE3D and look for its pipeline .unitypackage files, often in SRP Templates.
  3. Import the template for your pipeline and Unity version. Do not import all pipeline variants together.
  4. Let Unity finish importing, then check the first remaining Console error and open an included example scene.

For Sci-Fi Effects, follow Installing from the Asset Store or Unity Package Manager. If the problem remains, include the exact shader error in your support request.

I imported the asset. Why is there another Unity package to open?

Section titled “I imported the asset. Why is there another Unity package to open?”

Several FORGE3D products include separate shaders, materials, and scenes for each pipeline. Importing the Asset Store download may only be the first step.

For Sci-Fi Effects 2.3, the pipeline packages are in Assets/FORGE3D/Sci-Fi Effects/. For Planets, look in Assets/FORGE3D/Planets/SRP Templates. Damage FX, Battleships 2, and Wasp Interdictor also include SRP Templates folders. Follow the readme included with your installed version; folder names and template versions can change.

Can Unity’s material converter upgrade my FORGE3D shaders to URP?

Section titled “Can Unity’s material converter upgrade my FORGE3D shaders to URP?”

Use the product’s supplied URP template for its custom shaders. A material converter does not automatically rewrite arbitrary Built-in shaders for URP. Back up your project before changing pipelines or importing replacement materials, and test the matching template in a separate project first.

See Sci-Fi Effects pipeline setup and Unity’s shader upgrade guidance.

Which products support Built-in, URP, and HDRP?

Section titled “Which products support Built-in, URP, and HDRP?”

Support depends on the product and package version. These Asset Store listings confirm the following pipeline options; they do not guarantee every Unity editor version.

ProductListed pipelines
Sci-Fi EffectsBuilt-in, URP, HDRP
Force FieldBuilt-in, URP
Damage FXBuilt-in, URP, HDRP
Planets URPBuilt-in, URP
Planets HDRPHDRP

Planets URP and Planets HDRP are separate products. For other assets, use the product links on the Welcome page and check the listing and included readme before importing.

Will my package work in Unity 6 or after a Unity upgrade?

Section titled “Will my package work in Unity 6 or after a Unity upgrade?”

Check the exact product, editor version, pipeline version, and included template together. There is no single supported Unity version range for the whole FORGE3D catalog.

Some products include Unity 6 shader updates or version-specific templates. Back up the project, check the current Asset Store compatibility table, then test the matching package in a clean project with the same editor and pipeline. A template filename is not proof of support for every later Unity release. If your version is not covered, ask support before relying on it.

Can I use the assets on mobile, Quest, or other VR devices?

Section titled “Can I use the assets on mobile, Quest, or other VR devices?”

Check support for the specific product and target device before committing to it. Pipeline compatibility alone does not establish mobile performance or XR rendering support.

Test an included example on the target device with your actual graphics API and XR mode. If you need confirmation, send support those details along with the product and Unity versions. The Force Field platform notes describe its documented shader variants; they are not a device benchmark or a guarantee for other products.

Why do the effects look too bright or different from the examples?

Section titled “Why do the effects look too bright or different from the examples?”

For Sci-Fi Effects and Planets, first check color space: their supplied materials are authored for Linear. In Edit → Project Settings → Player → Other Settings, check Color Space. Test changes in a copy of an existing project, since this setting affects the whole scene.

Gamma projects can require material tuning. Compare the included example scene before adjusting individual colors. See Sci-Fi Effects color space setup.

Why is URP heat distortion, refraction, or soft-particle fading missing?

Section titled “Why is URP heat distortion, refraction, or soft-particle fading missing?”

Check Opaque Texture and Depth Texture on the URP Asset actually used by your camera and quality level. Refraction needs a scene color texture; depth-based fading needs a depth texture. Camera overrides and a different quality-level asset can change which settings take effect.

For Sci-Fi Effects, start with Opaque and Depth textures, then compare an included example scene. These settings are also relevant to Wasp’s URP heat effect. If it still fails, report the affected material and platform rather than removing shader nodes as a general fix.

See the Unity URP Asset reference for the settings in Unity 6.0; use the manual version matching your editor.

Why does a Planets sun have a visible corona edge or intersection line?

Section titled “Why does a Planets sun have a visible corona edge or intersection line?”

In URP, first enable Depth and Opaque Texture on the active pipeline asset. Then adjust the corona material’s Depth Fade parameter and compare the corona color with the star surface.

This can improve blending, but does not guarantee that every seam disappears. If the edge remains, compare the supplied example scene using the same template and report the editor, pipeline, camera settings, and a screenshot. The Planets changelog is legacy history, not a current setup guide for both editions.

Why does Force Field not react to my projectile?

Section titled “Why does Force Field not react to my projectile?”

Your projectile must pass its hit to the shield controller. For a scripted or raycast hit, find the Forcefield component on the intended shield and call OnHit(...) with the world-space impact position.

Check which collider was hit and whether the controller was found. Start with the included shield example before connecting a third-party weapon system. See Force Field setup and controller settings.

Why does Damage FX register a hit but show no damage or only a glow?

Section titled “Why does Damage FX register a hit but show no damage or only a glow?”

Check both the hit parameters and the material. The object needs the DamageFX controller and a compatible Damage FX material; a collision alone does not apply the effect.

The documented DamageFX.Hit(...) call takes the hit position in the damaged object’s local space, plus radius, dirt, burn, heat, and clip values. Material settings also control the result. The documented DamageMap setup needs a UV2 map on the mesh.

Compare your object with the supplied example using Debugging damage. Follow the controller example and material setup before changing shader code.

The supplied effects use particle systems, mesh sprites, and custom scripts, rather than VFX Graph. Do not assume that the example weapon system can be dropped directly into an ECS-based game. See the scripts overview and examples to plan your integration.

Why do Sci-Fi Effects work in the demo but not in my scene?

Section titled “Why do Sci-Fi Effects work in the demo but not in my scene?”

Check whether you copied a standalone effect or a prefab wired to the example weapon system. The scripted examples rely on helper components such as the Pool Manager, timer, and FX controller.

Start from a working example scene and remove unneeded content, or connect the effects to your own weapon and collision code. Compare the example scripts, scripts overview, and Pool Manager setup. Include the first Console error when asking for integration help.

Why does the Pool Manager stop spawning a prefab?

Section titled “Why does the Pool Manager stop spawning a prefab?”

Check that prefab’s Max value and whether active instances are being returned to the pool. Max limits the number of instances; once the limit is reached and none are free, further spawn requests cannot create another instance.

Review your spawn/despawn flow before raising the limit. See Pool Manager prefab settings.

Why is Battleships 2 lighting wrong in Unity 6 HDRP?

Section titled “Why is Battleships 2 lighting wrong in Unity 6 HDRP?”

Check the included readme for the Unity 6 HDRP ship-shader update. The documented package is in Assets/FORGE3D/Battleships 2/SRP Templates and is named Battleships 2 HDRP 6000.0.25f1 (SHADERS UPDATE).unitypackage.

Apply it to the matching HDRP setup after backing up your project. This addresses the documented ship-shader issue; it is not a universal fix for every Unity 6 rendering problem. If your installed release has different templates, follow its readme or contact support.

Amplify Shader Editor reports a template error. Is there a universal fix?

Section titled “Amplify Shader Editor reports a template error. Is there a universal fix?”

No verified fix covers every Amplify, Unity, and pipeline combination. First check the unmodified product with its matching pipeline template in a clean project.

If rendering works but editing the shader fails, report the shader name and the exact Amplify, Unity, and pipeline versions. Keep your original shader before attempting conversions. Old suggestions to recreate a shader in Shader Graph or edit generated code are not a confirmed update procedure.

Where can I ask for help, updates, or a fix?

Section titled “Where can I ask for help, updates, or a fix?”

Use the FORGE3D Discord server for product questions and update discussions, or the official contact form for direct support. Ask whether a fix is available for your exact version; early builds and release dates are not guaranteed.

Include:

  • Product and package version, Unity editor version, and render pipeline version.
  • The pipeline template you imported and the affected prefab, material, or shader.
  • Target platform and graphics API; for VR, the device and XR rendering mode.
  • Steps to reproduce, the first relevant Console error, and a screenshot.
  • Whether it also happens in an unmodified example scene in a clean project.

Keep invoices, license details, and personal information out of public channels.

Send documentation feedback with the page link and the step or explanation you could not find.