> For the complete documentation index, see [llms.txt](https://2yeet.gitbook.io/anvilcsg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://2yeet.gitbook.io/anvilcsg/reference/current-limitations.md).

# Current limitations

This page records behavior that matters when planning a map or integrating generated output. It is not a list of every possible Unity limitation.

## Modeling

* Primitive creation starts in Top, Front, or Side, not Perspective.
* An authoring brush stays convex. Carve and other CSG operations create several convex pieces when a result cannot remain one brush.
* Hollow supports ordinary axis-aligned Box brushes only.
* Clip begins in an orthographic pane.
* Generated Stairs, Arches, Arcs, and Cylinders own their child brushes. Regeneration can overwrite edits made directly to those children.
* Public Cylinder is generated from segmented convex geometry.
* Generated primitives cannot currently be converted into freely editable brushes through the public UI.

## Terrain and decals

* Terrain supports four material layers.
* Terrain paint detail follows the terrain mesh subdivisions.
* Anvil Terrain is a mesh terrain, not a Unity Terrain object.
* Decals are standalone projected meshes rather than brush faces.
* A decal tied to deleted target geometry may need retargeting or removal.

## Organization and export

* View Filters affect workspace visibility only. They do not control Build Map merging.
* Quick Export currently writes OBJ interchange output. It is not the optimized Build Map pipeline.
* Quick Export captures its selection when the export window opens.
* Local Build Area includes touching objects whole and does not cut brushes at its boundary.

## Build and collision

* **Per Brush** collision is currently a debug choice, but generated output still consumes baked collider chunks. It does not yet guarantee one collider for every source brush.
* Brushes marked No Collision are excluded from solid collision. Collision Only brushes are excluded from rendered output.
* Edited non-box triggers are stored as box trigger volumes in baked output.
* Generated output is disposable and should be rebuilt rather than edited by hand.

## UV2 and lighting

* Passing UV2 validation does not by itself prove a bake is visually seam-free. Inspect stairs, decals, arches, grouped chunks, and low-resolution lightmaps in the scene.
* **Ignore UV2 Validation** is a debugging escape hatch and can allow lighting problems into a build.
* Anvil does not currently include a dedicated UV2 viewer.
* Several generated Anvil maps can register their own lightmap pages, but the scene skybox remains global.
* Normally only one map in a scene should enable **Apply Map Skybox**.
* Portable light-probe composition across several maps is strongest on Unity 6.

## Baked map contents

* Source Lights take part in Build + Bake but are not recreated from an Anvil Baked Map.
* Prefab entities placed through Anvil are included as generated snapshots. Change the source prefab or workspace instance, then rebuild the map to refresh that snapshot.
* Reflection probes and Anvil light-probe volumes are included in the baked map.
* Mapper scripts must use data that Anvil can serialize. Unsupported object references can block a build.

## Recovery

* Recovery snapshots are stored under the project's `Library` folder.
* They are not permanent backups and are not normally committed to source control.
* Deleting the `Library` folder removes them.
* Unsaved scenes cannot receive durable snapshots.
* Recovery is unavailable during Play Mode, compilation, asset refresh, and light baking.

## Render pipelines and platforms

Anvil contains shader paths for:

* Universal Render Pipeline
* Built-in Render Pipeline

HDRP is not currently a documented target.

The current source audit used Unity `6000.3.10f1`. A broad Unity version range should not be assumed until those versions have been tested in clean projects.

The bundled native xatlas plug-in is for Windows Editor x86\_64. UV2 fallback paths exist, but identical results on macOS or Linux should not be promised without testing.

Before release, test every Unity version, render pipeline, and editor platform named on the Asset Store page.

## Features not exposed in the current UI

Some old or internal code remains in the package but is not a current public feature. This includes Curved Hallway, View Bookmarks, Bakery light mode, Try Same Texel Density, and legacy Convert to Editable Brushes paths.

These are not documented as supported workflows.
