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Troubleshooting

Messages from Fable in the Console start with the component's name, for example [GrassInstancer].

Grass

No grass, and the Grass tab says "Nothing to grow on." The patch has no surfaces yet. Add your ground's MeshFilter under SETUP > Patch > Surfaces. (With Verbose Logging on in the Config tab, the Console also says No target surfaces assigned.)

Surface mesh '...' is not readable. Enable Read/Write in the mesh import settings. Fable reads the mesh's triangles on the CPU. Select the model, enable Read/Write in its import settings, apply, and rebuild.

No readable target surface meshes to spawn grass on. Every surface entry is empty or unreadable. Fix the entries as above.

Grass does not show while editing, only in Play mode. Turn on Draw In Editor in Config > EDITOR OPTIONS. If Auto Build In Editor is off, grass does not rebuild by itself: click Rebuild this patch.

Grass shows in the Scene view but not in the Game view (or the reverse). Grass draws on the Grass Render Layer (10 by default). Check that the camera's Culling Mask includes that layer. Also check Cull Scene View Against Game Camera: with it on, the Scene view only shows what the game camera keeps.

The selected grass looks pink, purple or another odd colour in the Scene view. That is the selection highlight, so you can tell patches apart. The Game view shows the real colour. Turn it off with Highlight Selected Grass in EDITOR OPTIONS.

Grass is sparser than the density asks for, and the patch shows CAPPED. Max Instances is holding it back. The Console names the patch, the wanted and drawn counts, and the achieved density. Click Raise cap on the notice, raise Max Instances yourself, shrink the surface, or lower Blades / m².

Parts of a custom mesh are missing. The mesh has several submeshes, and only the first is drawn. The Console says blade mesh '...' has N submeshes and only the first is drawn. Bake the model with Assets > Fable > Bake Grass Mesh, which merges it into one submesh and keeps each part's colour as vertex colours.

CustomMesh mode selected but no customBladeMesh assigned. Falling back to procedural blade. Assign a Custom Mesh in the profile's Blade section, or set Source Mode back to Procedural.

Grass did not follow the ground I moved. Blades are placed in world space when the patch builds. Click Rebuild this patch. Spline surfaces rebuild on their own when moved.

Blades face the old wind after I changed the direction from a script. Facing is baked at build time. Call RefreshFromSettings() on each patch. In the editor, changes made in the Wind tab rebuild the grass for you.

The grass does not move in the wind. Check that the rig has a Wind module with a preset, that wind Strength is above 0, and that the profile's Wind Response is above 0.

Compute shader not assigned, falling back to CPU instancing. The patch has no reference to the grass compute shader. Fable assigns it in the editor when the patch is enabled; this happens with a GrassInstancer added from code at runtime. Set up patches in the editor and save the scene.

Terrain blending

Terrain blending is on but the quality asset's Terrain Map Layer Mask matches nothing The Layer Mask under PERFORMANCE > Terrain Map is empty, or holds only the grass render layer. Pick the layer your ground is on.

Terrain map capture came back flat 3 times Nothing on the Layer Mask was in front of the capture camera. Put the ground on a layer in the mask, or add that layer to it. Then click Refresh terrain map. Blending stays off for that patch until you do.

Props, trees or characters colour the grass beneath them. They are on a captured layer. Put the ground on a layer of its own, pick only that layer in Layer Mask, and click Refresh terrain map.

Some blades, often near the edge of the ground, turn grey. They read a part of the map where the capture saw no ground. Check that the ground under them is on a layer in Layer Mask. If the grass reaches past the captured area (long, narrow grounds can), lower Scaling to frame a wider area, or list the whole ground under Terrain Map Renderers so the capture frames all of it.

Grass colour is stale after I repainted or moved the ground. Click Refresh terrain map. If the ground colour animates, turn on Real-Time Update.

Terrain blending works in the editor but not in a build. After each capture, Fable reads the map back from the GPU to make sure it is not empty, and only then turns the blend on. That check needs asynchronous GPU readback; where the platform reports no support for it (SystemInfo.supportsAsyncGPUReadback is false), the blend stays off. Real-Time Update skips the check, at the cost of a capture every frame.

Spline grass

The strip floats above the ground, or sits on props. Check Conform To Ground is on, the ground has a collider, and Ground Layers includes the ground's layer and excludes the props'. Raise Ground Search Distance if the ground is far above or below the spline.

A spline grass object shows nothing. The spline needs at least two knots.

[PolygonXZ] Spline polygon could not be ear-clipped cleanly (self-intersecting spline?) A Fill outline crosses itself. Move the knots so the loop does not cross over.

Interaction

Interactors do not push the grass. - Check Enable under PERFORMANCE > Interaction. - Check the object has an enabled Grass Interactor. - The object's underside (the bottom of its collider) must be within Reach Height of the grass roots. - The object must be inside Tracked Area, a square around the game camera. Tag the camera the player looks through MainCamera, especially if it renders to a texture. - Only 64 interactors count per frame. - A collider added after the interactor was enabled is not picked up until it is re-enabled.

Clouds

No cloud shadows. - Turn on Light Cookies in your URP asset. - Check Cast Shadows on the Clouds tab. - The scene needs an active directional light, or a Sun Light Override. - Shadows only fall inside Shadow Area, centred on the Clouds object. Move the object to the middle of your level, at ground height. - Check Strength and Coverage are above 0.

The Sky Clouds settings do nothing. With the Clouds module on, the sky draws the Clouds module's clouds; only Sky Clouds > Color applies. Shape the clouds on the Clouds tab.

Sky

I cannot rotate the sun, or its intensity and colour change by themselves. The Skybox module drives the Sun Light from Time of Day. Move the sun with the time. To keep your own intensity and colour, turn off Drive Sun Light under SKY > Sun Light (the rotation stays driven).

My ambient light settings are replaced. The Skybox module sets the scene's ambient to a gradient every frame. Set the colours under SKY > Ambient Light instead.

The fog does not change through the day. Turn on Drive Fog under FOG. It is off by default so a scene keeps its own fog.

The day cycle does not run. Animate Cycle only runs in Play mode. In the editor, drag Time of Day.

Presets

A tab's settings are greyed out and it says the preset is read-only. The preset is inside the package, which cannot be saved. Click Make a copy (or Copy beside the preset); the tab then edits your copy. See Presets are shared assets.

Changing a setting in one scene changed another scene. Both scenes use the same settings asset. Click Copy beside the preset in the scene that should differ.

A setting I changed in Play mode is still there after I stopped. Settings assets keep Play mode changes. Change a runtime copy instead; see Changing settings at runtime.