> For the complete documentation index, see [llms.txt](https://ipgames.gitbook.io/htrace-wsgi/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ipgames.gitbook.io/htrace-wsgi/known-issues.md).

# Known Issues

## Errors / Warnings in the console after installation <a href="#errors-in-the-console-after-installation" id="errors-in-the-console-after-installation"></a>

**Try clearing the console first, if the issue persists, try performing a clean (re)installation of the asset:**

1. Remove any objects containing the HTrace WSGI scripts from the scene, or open a scene that doesn't contain such objects.
2. Delete the asset.
3. Reload the Unity Editor.
4. Reinstall the asset.
5. Right-click the folder containing the asset files and choose "Reimport".
6. Clear the console log if necessary.

## Effect isn't visible in build in Forward mode (URP) <a href="#effect-isnt-visible-black-screen-in-build-urp" id="effect-isnt-visible-black-screen-in-build-urp"></a>

This is a known URP shader stripping problem. In Forward and Forward+ modes, HTrace WSGI relies on its own GBuffer, which sometimes may fail to generate in a build if URP has stripped it.

**Solution:**

* Create a second Universal Renderer Data.
* Set its Rendering Path to Deferred.
* Disable the Accurate G-buffer Normals checkbox.
* Add the second Renderer Data to the Renderer List in your URP asset.
* Make your original Renderer Data (the one that is in Forward mode) default.

## Heavy ghosting during camera or object motion (URP)

This is a sign of broken or absent motion vectors. Try disabling and then re-enabling post-processing on the Camera.

## Scene and Game windows cause artifacts when opened simultaneously

HTrace WSGI does not support multiple cameras. A window layout with both the Scene and Game tabs visible at the same time (e.g., side-by-side) counts as a multi-camera setup. As a result, WSGI may not function as expected in this configuration.

## 'unity\_ObjectToWorldArray' undefined Warning

> Instancing: Unhandled property 'unity\_ObjectToWorldArray'. Values are undefined.
>
> Instancing: Unhandled property 'unity\_WorldToObjectArray'. Values are undefined.

These warnings appear when Terrain is drawn in the Instancing mode, they are harmless and shouldn't cause any issues in the Editor.

## Terrain and / or Terrain Details are not voxelized in build

Set **Instancing Variants** to "Keep All" in Project Settings -> Graphics.

## GPU Resident Drawer & Batch Renderer Group (Unity 6.0+)

> BatchRendererGroups currently don't support override Shaders
>
> A BatchDrawCommand is using the pass "SHADOWMAP\_STATIC" from the shader "HTrace/Shadowmap" which does not define a DOTS\_INSTANCING\_ON variant

Unity doesn't currently support override (replacement) shaders required for voxelization with GPU Resident Drawer / Batch Renderer Group: <https://docs-alpha.unity3d.com/ScriptReference/Rendering.DrawingSettings.html> \
\
A workaround is to duplicate necessary objects to a separate layer:

1. Copy objects that you want to be voxelized and place them to a separate layer.
2. Add the `Disallow GPU Driven Rendering` script to the objects on this layer. Apply recursively if needed. This is a native script provided by Unity. More info on it here: <https://shorturl.at/9kFtw>
3. Go to your main camera(s) and in the `Culling Mask` dropdown uncheck this layer.
4. Go to HTrace settings and in the `Voxelization Mask` dropdown check this layer.

This workaround does not impact rendering performance. BRG and Resident Drawer continue to function normally for your main camera view.&#x20;

## MULTIBOUNCE\_CACHE Keyword not found

> Compute Shader X: Can't find kernel (X) variant with keywords: MULTIBOUNCE\_CACHE

Solution: switch to `Probe Volumes` in Project Settings. To do this go to Project Settings -> Quality -> HDRP -> Lighting -> Light Probe System.

## Shader Warnings

> 'Load': implicit truncation of vector type at kernel X

This warning is known. We haven't found a workaround for convincing the compiler that it's not an issue. This kind of warnings is harmless, so we ask you to ignore them for now. We will try to remove the in the future.
