> ## Documentation Index
> Fetch the complete documentation index at: https://docs.pixelate.tomblack.ca/llms.txt
> Use this file to discover all available pages before exploring further.

# Troubleshooting

> Fix common Pixelate setup, capture, export, palette, slicing, and lighting problems.

Start with the messages below **Capture** and inside the active setup section in the Pixelate inspector. They show the next setup problem Pixelate needs you to fix.

## Capture is blocked

Check these items:

* **Target** is assigned.
* **Capture Camera** is assigned.
* Animation targets have an `Animator` when Source Clips are assigned.
* The atlas size is at or below `4096 x 4096`.

## Preview is empty

<Steps>
  <Step title="Check required fields">
    Assign Target and Capture Camera.
  </Step>

  <Step title="Check camera framing">
    Select the capture camera and confirm the target is visible.
  </Step>

  <Step title="Check cell size">
    In **Camera**, make sure **Cell Size** values are above `0`.
  </Step>
</Steps>

## Animation capture fails

* Add an `Animator` component to the target.
* Make sure Source Clips are assigned.
* Lower **Frames Per Second** if the atlas is too large.
* Reduce **Cell Size** for long clips.
* Use Source Clip **Speed** to sample a clip faster or slower.

## Output is overwritten

Open **Output**:

* Keep **Override Captures** enabled to replace matching output files.
* Disable **Override Captures** to create unique file names.

## Sprite slices are wrong

Check **Camera** and **Output**:

* **Cell Size** must match the frame size you want.
* **Output > Pivot** controls the imported sprite pivot.
* Animation atlases are sliced from top-left to bottom-right.

If needed, open Unity's Sprite Editor and inspect the generated slices.

## Custom palette is ignored

If a custom palette is missing or imported with incompatible settings, Pixelate captures without palette limiting. Use these import settings when you want custom palette snapping:

| Setting     | Value     |
| ----------- | --------- |
| Height      | `1` pixel |
| Wrap Mode   | Clamp     |
| Filter Mode | Point     |
| Mip Maps    | Off       |
| Compression | None      |

## Normal-map lighting looks flat

<Tabs>
  <Tab title="URP">
    * Set profile **Normal Map > Material Pipeline** to **URP**.
    * Use a URP asset with a 2D Renderer.
    * Set the 2D Renderer asset's **Light Render Textures > Render Scale** to `1`.
    * Use `Universal Render Pipeline/2D/Sprite-Lit-Default`.
    * Turn on **Normal Maps** on the `Light2D` component.
    * Open `Assets/Pixelate/DEMO/Scenes/Visualize.unity` or inspect `Assets/Pixelate/DEMO/URP` for a working setup.
  </Tab>

  <Tab title="Built-in">
    * Use Built-in only when the project cannot use URP.
    * Set profile **Normal Map > Material Pipeline** to **Built-in**.
    * Use a material with the `ToonLitSprite` shader.
    * Add a light in the scene.
  </Tab>
</Tabs>

<Note>
  If lighting flips when the character turns around, avoid negative X scale.
</Note>
