Troubleshooting

Asking for help, reporting a bug. In the Prefab Builder window, ⋮ > Get help, report a bug (or Tools > All In One Prefab Builder > Get Help, Report a Bug) has the addresses to copy: the bug list at https://github.com/romanoassets/RomanoAssetSupport/issues (search it first: your bug may be known), the website, the Discord (https://discord.gg/AmpBDxRAKu) and the support email. Its Copy support info puts what we need to know on the clipboard: the kit's version, Unity's, the render pipeline, and your kits (their names, piece counts and pack folders): to paste into your report. Nothing is sent anywhere: it only goes where you paste it.

A pack isn't offered on the first page. It needs at least 5 prefabs or models, must not already be a kit's folder, and must not be on the ignore list ("Not a pack"). Choose it in the folder browser instead.

Pieces are in the wrong category. Fix them on the review screen (select several and set them at once). If a pack names things in a way the scanner doesn't know, add its words to the category's keywords in the RuleSet and re-scan: hand-set categories are kept, guesses are redone.

Thumbnails stay as "...". Unity makes them in the background, a few at a time; big packs take a moment. A piece with nothing visible never gets one.

A piece is flagged "will look pink". Its material uses a shader for a different render pipeline. Convert the pack's materials with your render pipeline's material converter (the pack's files are yours to convert; the Prefab Builder never changes them).

The kit looks tiny next to my character. The pack is built at a different scale. Set the kit's Scale on the review screen (a suggestion appears when buildings are hardly taller than your character); the placeable copies are scaled, never the pack.

R doesn't turn the ghost. The Scene view needs keyboard focus (click in it once). If you changed the Stamp shortcuts, check Settings > Hotkeys.

The ghost is always red. It overlaps something (more than touching). Shift-click places it anyway, or switch on Allow overlaps (O while stamping).

Snapping keeps pulling the piece somewhere I don't want. Lower the Snap distance (Stamp panel), switch off Snap to pieces (or the grid: its own switch, on the Grid row), or hold Ctrl (Cmd) to place freely.

Pieces don't snap to each other. Snap to pieces must be on (Stamp panel, or the Scene overlay), and the piece must come within the Snap distance of the other: raise it to grab from further away. The grid alone only lines pieces up with its lines, not with each other.

A piece doesn't file into a folder. Only kit pieces placed at the top of the Hierarchy are filed; check Settings > Folders, and the never re-parent list.

Placed objects from a kit lost their prefab link. The kit was removed together with its placeable copies. Re-add the pack; to keep links, remove kits without their copies.

The brush paints nothing. "Only on the ground" is on and the ground under the circle has no floor type (or it's a terrain and terrain awareness is off). The Brush panel offers a one-click fix. With Same floor type only (or Ctrl), it only paints on the floor type the stroke started on: start on the floor you want.

A floor is in the wrong floor type (a grey road in Concrete, say). Settings > Floors & Terrain: open the floor type, move the piece to the right one. Change a floor type's colour if many pieces land in the wrong one, then Sort floors again; or lower the floor colour tolerance (Settings > Folders) to split close colours into separate floor types.

"The scatter is combined." Un-combine the group (Place > Brush) to paint or erase in it, then combine again.

A row or fence comes out sideways, or far too many thin pieces. The pieces' front side is wrong: fix it on the review screen (Settings > Kits > Review…), the line lays each piece by its front.

Some pieces of a row, spline or fence are missing. They showed red: they'd have stood in something (a building, a prop, not ground, roads or sidewalks) with Allow overlaps off (switch it on to place them anyway), or they were off the floor with Same floor type only on.

The fence won't go where I drag. Whole panels only is on: the fence grows a whole panel at a time. Drag further, or untick Fixed for any size.

The fence has no opening. The opening is set to the side facing a road and there's no road piece next to the area: choose a side instead.

Fill leaves cells grey. They're already tiled, or something stands in them (a building, a prop): tiles only go on empty ground, so filling twice never tiles twice.

Fill spreads fewer pieces than it says. They found no room: the area is too small for that many at that density, or something already stands there (Allow overlaps off). Lower the density.

Same floor type only lets pieces onto the road. It checks the floor with a ray straight down; a ground or road piece without a collider still counts as its own floor (the ray falls through it), for Row, Spline, Fence, Fill and the Brush. If pieces still cross over, the two floors may be the same floor type (Settings > Floors & Terrain).

Every ghost shows red. Something in the scene encloses everything: a sky dome or skybox object round the scene. Anything 250 m or more every way is now treated as a backdrop and never counts as in the way; if yours is smaller, move it off the playing area or disable it while building.

Finishing a spline. Press Z (or click its last point again, double-click or right-click) to lay it, X to close the loop, or use Lay it / Loop in the Scene overlay. (Unity keeps Esc and Enter for itself in some set-ups.)

I can't select or move things with the Prefab Builder open. Press Q, W, E, T or Y (or pick a tool in Unity's toolbar, or press Esc with nothing to cancel): the Scene view is Unity's again until you pick a piece or a mode.

R switches to the Scale tool instead of turning the fronts. Keep the mouse over the Scene view when you press it; R turns the fronts only while Row, Spline or Fence is the mode.

Street furniture stands on the road, or too far out. Each kind has its own distance from the road edge (Dress > Street): positive puts it beside the road, negative onto a sidewalk that's part of the road piece (as in kits whose road tiles have their own sidewalks).

The dresser places nothing. The kinds start empty: choose a kind and click its pieces in the palette.

The dresser leaves a gap by a building. Nothing goes in front of a building's door (the middle of its front). If the building's front side is wrong, fix it on the review screen.

A closure goes on the wrong edge, or the traffic comes from the wrong side. A click takes the road edge nearest the mouse; to be exact, drag a line where you want it. ⇄ Turn round (in the panel) swaps the traffic side. If its pieces stand sideways, turn them with ↻ (their front side is set wrong in the kit); R turns the road laid beyond it.

Sign text is too big or small. Fit to the board sizes it from the board's face; or move Size to set how tall the letters are (that turns Fit off). For signs already placed: select them, Dress > Signs changes them straight away (a closure's sign: its Sign tab).

Liking it? If the Prefab Builder saves you time, a rating or a review on its Asset Store page helps a lot: it's how other people find it.

Known limitations (this version) #

  • There are no tools for rooms, facades, maps or splitting a scene (see the list of tools in The Prefab Builder window for what's here).
  • The street dresser and closures work on the road grid (the road kit's cell): curved road pieces are dressed along their cells' straight edges.
  • Sign text uses Unity's built-in text (TextMesh), which every render pipeline draws; TextMeshPro isn't used yet.
  • Spline pieces are laid end to end along the curve: on a tight bend, straight pieces leave small gaps on the outside and overlap on the inside.
  • Snapping uses visible boxes: a piece with a very irregular shape (an L-shaped building) snaps by its outer box.
  • Model formats Unity can't import without an extra package (glTF needs one) are only scanned if that package is installed.
  • Custom snap points are entered as numbers; a visual editor comes later.

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