> 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/troubleshooting.md).

# Troubleshooting

## A brush cannot be selected

Check:

* Is its Build Section locked?
* Is its View Filter hidden?
* Is another selection isolated?
* Are you viewing generated output instead of the editable workspace?
* Is the Lights and Probes overlay set to Off for a probe or light?

Use **View Filters > Show All** for hidden filters, **Show All Hidden** for objects hidden manually, or **Exit Isolation** for isolation mode.

## A primitive does not start

Box, Wedge, Cylinder, Spike, Stair, Arch, and Arc creation begins in Top, Front, or Side.

Move the cursor into an orthographic pane before dragging.

## Hollow does nothing

Hollow only supports ordinary axis-aligned six-face boxes.

It rejects rotated boxes, edited boxes, wedges, cylinders, generated shapes, and stairs.

## Clip rejects the selection

Clip begins in an orthographic pane.

Generated stairs are currently skipped. There is no public Convert to Editable Brushes command.

## A generated shape loses manual edits

Stairs, arches, arcs, and workspace cylinders are controlled by a generator wrapper.

Changing generator settings can replace manual edits made directly to child brushes. Use the wrapper settings for geometry changes. Painting a generated stair face updates its logical material slot, but direct child geometry or UV edits can be overwritten by regeneration.

## A material is missing

Open **Tools > Anvil > Project Settings** and click **Fill Missing Materials**.

For a missing user material or texture, restore the project asset or assign a replacement.

## Material alignment uses the wrong mouse button

The working manual alignment input is:

1. Ctrl/Cmd+left click the source face.
2. Alt+left click the target face.

Some older UI text may still mention Alt+right click.

## Build Map says the scene must be saved

Save the active Unity scene and run the build again.

Unity lighting data also needs a saved scene association.

## The built map is stale

The editable brushes, decals, or terrain changed after the last bake.

In the Anvil Map Build Inspector, use **Update Map From Active Scene...**, then **Rebuild Generated Output** in every scene that uses the map.

## A normal build is blocked

Fix the reported problem through **Check Map** where possible.

For some failures, Build Map offers **Build Isolated Incomplete Preview**. It can omit broken content, does not replace the last valid map, and cannot start a light bake. Use it only to inspect the part of the map that still builds.

## UV2 validation blocks the build

1. Run **Check Map**.
2. Select the reported source.
3. Apply **Fix UV2** when available.
4. Keep **Anvil Unwrap** selected.
5. Rebuild.

Custom builds can increase UV2 padding or page size when necessary.

**Ignore UV2 Validation** is a debug option. It keeps suspicious output and does not repair it.

## Baked lighting looks wrong

Check:

* The map was built with a lighting quality other than Build Only.
* Source lights are enabled.
* The generated renderer has a lightmap assignment.
* The map contains portable lighting.
* The scene skybox is the intended one.
* Several Anvil maps are not fighting over the global skybox.

UV2 validator success does not guarantee a visually clean bake. Inspect stairs, decals, arches, and low-resolution lightmaps in the final scene.

## A new scene has the map but no source lights

Ordinary Light components and arbitrary prefab entities are not stored inside Anvil Baked Map.

Keep those objects in the scene or add them separately to the destination scene. Reflection probes and light-probe volumes are stored by the map.

## Recovery is unavailable

Recovery does not run during:

* Play Mode
* Script compilation
* Asset refresh
* Light baking

The source scene must also be saved.

## Quick Export contains unexpected objects

Whole Level scans every MeshRenderer in the scene.

Use Selection scope when only a specific set should be exported. Reopen Quick Export after changing selection because the selection is captured when the window opens.

## The Console reports a mapper-script error

The script type must still exist when the map is built.

Mapper data supports serializable values, arrays, and lists. Unity Object references are rejected because they cannot be reconstructed safely in the portable map output.

## The problem remains

Keep the affected source scene and run Check Map before changing the geometry again. A reproducible scene is more useful than a screenshot alone.
