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World Forge authoring troubleshooting

Diagnose world scale, locked layers, missing surfaces, invalid publications and mismatched streaming content.

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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#

  1. Check the first Console error before changing settings. Confirm the intended world, focused chunk, signed floor and workspace.
  2. Use the matching row below to inspect the smallest failing part of the workflow.
  3. After an authored change, save, recalculate affected water coverage and rebuild the appropriate publications. Keep graphical, collision and Core gameplay revisions matched.
  4. 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.
Authoring and publication checks
ProblemCheck
Cannot paint or placeFocused chunk, correct signed floor, unlocked authoring layer, chosen palette/surface and the appropriate Place/Pencil tool.
Wrong terrain scaleTile Size, Map Origin/Size in metres, image dimensions minus one and the source Height Minimum/Maximum.
No terrain on another floorUse Create Terrain Patch (Focus Chunk) on that floor. Configuring available levels does not generate content.
Constructed floor does not appearSurfaces → Constructed Floors; selected surface profile; painted tiles in the 2D canvas; correct signed floor.
Missing materialPainted Surface Id resolves in the world's Surface Library; its profile references a compatible Unity Material.
River coverage rejectedValid 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 disabledSaved World asset and authored chunks; active Windows 64-bit target; Mesh Colliders enabled for HeadlessCollision; separate output folders outside Assets.
Runtime content missingComplete role folder including companion bundles, actual target platform and matching WorldId/SourceHash. Copying catalog.json alone is insufficient.
Core resources/NPCs do not workUse the Core gameplay sidecar with compatible registered network bindings; Forge Objects placement is static decoration.
Unexpected loading distanceRuntime load/retain radii are measured in chunks. Neighbor Radius affects the editor only, and retention does not prefetch.
Duplicate assembly errors after importCheck 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.