Troubleshooting Guide

Rapid Diagnostics & Solutions for Common Integration Issues


If you encounter unexpected behavior during setup, consult this diagnostic runbook.


1. Demo Materials Appear Pink / Magenta

  • Root Cause: The sample scenes in Assets/Decnet/Perch/Examples use shaders built for the Universal Render Pipeline (URP). If your project is using the Built-in Pipeline or lacks an active URP Asset, materials fail to compile.
  • Solution:
    1. Open Edit > Project Settings > Graphics.
    2. Ensure a valid Universal Render Pipeline Asset is assigned.
    3. Repeat in Edit > Project Settings > Quality. (Note: The core C# runtime code is pipeline-independent and works with custom shaders in any pipeline).

2. Creature Wanders but Never Lands

  • Root Cause: Policy filtering, mismatched references, or unassigned colliders.
  • Diagnostic Steps:
    1. Open Window > Perch > Landing Debugger and select the creature.
    2. Check Decision Status: If it says CooldownActive or MinimumFlightActive, the creature is simply waiting for its policy timer to expire.
    3. Check Last Failure Reason:
      • If InvalidSetup: Ensure World, Profile, Motor, and slot Support Collider fields are not null.
      • If TagMismatch: Ensure creature profile tags match slot tags.
      • If NoCandidates: Ensure the creature is within 50 meters of the perch.

3. Immediate StartOverlapped Error

  • Root Cause: At the moment the creature initiates trajectory planning, its physical body sphere collides with external scene geometry (such as an overhanging tree branch, cave roof, or terrain collider).
  • Solution:
    • Expand creature roaming waypoints away from tight corners.
    • Adjust BodyRadius in PerchCreatureProfile if the collision sphere is larger than the actual creature mesh.

4. Feet Hover in Mid-Air or Clip Through Branches

  • Root Cause: Uncalibrated contact anchor or bone origin offset.
  • Solution:
    1. Select the creature’s PerchRigBinding component.
    2. Align the ContactAnchor Transform precisely with the lowest vertices of the feet mesh (not the hip bone origin).
    3. Click Calculate Offset from Anchor to refresh root offsets.

5. Wings Snap or Skeletons Jitter Violently

  • Root Cause: Two competing systems attempting to write to the same skeleton.
  • Solution:
    • Single Writer Rule: Never attach both PerchProceduralAnimationDriver and PerchClipAnimationDriver to the same character.
    • Disable Root Motion: In your Mecanim Animator component, ensure Apply Root Motion is unchecked. PERCH’s motor owns root displacement.

6. Bird Circles Endlessly Around a Waypoint

  • Root Cause: Waypoint arrival radius is smaller than the creature’s minimum turning circle.
  • Solution:
    • Increase ArrivalRadius on PerchWaypointFlightProvider to be $\ge 1.5\text{ m}$.
    • Increase MaxTurnRate in PerchCreatureProfile.

7. Package Manager Path Error on Windows

  • Root Cause: Automated command-line Unity invocations missing environment variables.
  • Solution: Ensure child processes inherit the ALLUSERSPROFILE environment variable (typically C:/ProgramData), which Unity Package Manager requires to resolve local global registries.

Copyright © 2026 Decnet Games. All rights reserved. PERCH is a commercial Unity Asset.

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