World Forge · Development build · Availability
Documentation
World Forge authoring troubleshooting
Diagnose world scale, locked layers, missing surfaces, invalid publications and mismatched streaming content.
Goal#
Identify whether a problem begins in authored content, the exported publication or its runtime consumer.
Before you begin#
Record the installed Forge/Core version, Unity version, source world, publication role, target platform and first Console error. Use a disposable copy when isolating a problem.
Set it up#
- Check the first Console error before changing settings. Confirm the intended world, focused chunk, signed floor and workspace.
- Use the matching row below to inspect the smallest failing part of the workflow.
- After an authored change, save, recalculate affected water coverage and rebuild the appropriate publications. Keep graphical, collision and Core gameplay revisions matched.
- Repeat the same operation in the small practice world. Record the changed setting and observed result rather than deleting production content or hand-editing compatibility hashes.
| Problem | Check |
|---|---|
| Cannot paint or place | Focused chunk, correct signed floor, unlocked authoring layer, chosen palette/surface and the appropriate Place/Pencil tool. |
| Wrong terrain scale | Tile Size, Map Origin/Size in metres, image dimensions minus one and the source Height Minimum/Maximum. |
| No terrain on another floor | Use Create Terrain Patch (Focus Chunk) on that floor. Configuring available levels does not generate content. |
| Constructed floor does not appear | Surfaces → Constructed Floors; selected surface profile; painted tiles in the 2D canvas; correct signed floor. |
| Missing material | Painted Surface Id resolves in the world's Surface Library; its profile references a compatible Unity Material. |
| River coverage rejected | Valid grade, width, elevations and boundary geometry; compatible connections when used; saved receiving bodies and recalculated dependent coverage. Cycles, upstream river junctions and waterfalls are unsupported. A deliberately unconnected capped endpoint is allowed. |
| Publication button disabled | Saved World asset and authored chunks; active Windows 64-bit target; Mesh Colliders enabled for HeadlessCollision; separate output folders outside Assets. |
| Runtime content missing | Complete role folder including companion bundles, actual target platform and matching WorldId/SourceHash. Copying catalog.json alone is insufficient. |
| Core resources/NPCs do not work | Use the Core gameplay sidecar with compatible registered network bindings; Forge Objects placement is static decoration. |
| Unexpected loading distance | Runtime load/retain radii are measured in chunks. Neighbor Radius affects the editor only, and retention does not prefetch. |
| Duplicate assembly errors after import | Check for overlapping standalone and Core-bundled Forge installations; use the appropriate package for the project. |
What you should see#
You can name the first failing authored setting, export or runtime compatibility check and provide a small reproduction.
If something goes wrong#
Fixing a preview does not update an older runtime publication. Recalculate and republish deliberately after terrain/water changes. Standalone development release notes also record an unresolved graphical native shutdown access violation (0xC0000005); include the native crash log and Unity version when reporting a shutdown failure.
Next steps#
Review publication steps or submit a reproducible report with versions, role, target, first error and a redacted editor capture.
