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Troubleshooting

Blocks Do Not Render

Check:

  • The block ID is not 0.
  • The block is registered in WorldSettings.blocks.
  • BlockData.worldPrefab is assigned.
  • The world prefab has a MeshFilter and MeshRenderer.

Cannot Place Blocks Next to Other Blocks

Make sure BlockInteractor is using the current placement logic that ignores chunk colliders during overlap checks. Player and entity colliders can still block placement.

Tool Does Not Speed Up Breaking

Check:

  1. The block has Effective Tool Type set.
  2. The selected hotbar item is a tool.
  3. For ItemData, itemType is Tool and toolType matches.
  4. Tool Speed Multiplier is less than 1.

Example:

Tree block:
Effective Tool Type = Axe
Tool Speed Multiplier = 0.3

Wood Axe item:
Item Type = Tool
Tool Type = Axe

Save Menu Locks Cursor

The save menu should keep the cursor unlocked while open. If it locks:

  • Confirm DemoSaveMenu exists and is enabled.
  • Confirm forceCursorUnlockedWhileOpen is enabled.
  • Avoid putting cursor-locking custom scripts above the menu logic.
  • Check that inventory panels are not closing and re-enabling player control while the save menu is open.

Characters or Enemies Are White

White models usually mean a material lost its atlas texture.

Check:

  • Assets/PixitGames/BlockWorld/Models/OldBlocks/Atlas.png exists.
  • Assets/PixitGames/BlockWorld/Materials/SkinMaterial.mat has _BaseMap and _MainTex assigned.
  • Reimport affected FBX files if Unity still shows stale materials.

NullReferenceException During New Game

Most world generation errors are caused by missing data references.

Check:

  • WorldGenerator.settings is assigned.
  • WorldSettings.blocks does not contain missing entries.
  • Each biome has valid surface/subsurface/deep blocks.
  • Generated block prefabs have valid renderable meshes.

UI Buttons Do Not Click

Check:

  • An EventSystem exists in the scene.
  • Canvas has a GraphicRaycaster.
  • Cursor is unlocked when UI is open.
  • The target panel's CanvasGroup.blocksRaycasts is enabled.