Reference

Troubleshooting

The questions that come up most, with the click that fixes each.

The Hub says "Choose a content database first"

The Hub works on one game at a time. On Welcome, press Create and play under New game, or open Examples and press Make active and edit on one of your games.

New game says the open scene has unsaved changes

Making your game writes a new battle scene and opens it, which would replace the scene you have open. Save it (File > Save) or reopen it without saving, then press Create and play again. A scene you just moved to the Recycle Bin counts as changed: open any other scene first. From code, StarterKit.Create(..., openScene: false) copies the content without making a scene.

My new enemy doesn't show up in the battle

It has to be in the game's database. The Hub's New enemy button and Create › AutoBattleKit › Enemy add it for you; an asset made some other way isn't listed until you drag it into the database's Enemies list (Hub > Content shows the database). In the Battle Arena, use the Enemy arrows to reach it.

The ability does nothing

  • Check the header sentence under the ability: if it reads "On hit: give the enemy 2 Poison" it works. If a block is missing you'll see "(nothing)".
  • A status must exist in your database. Hub > Statuses > Add puts one in with its icon.
  • Run it in Hub > Trigger Debugger: every line the ability caused is listed, and a missing line usually means its condition failed (a Once Per Battle already used, First Turn on turn 2...).

Everything I change in the kit folder comes back

Content under Assets/AutoBattleKit is the pack's. Rebuild All Demos and Create Game Presets regenerate it from code. Make your game with New game and edit that copy instead; nothing in the kit is touched.

Pink sprites or blurry pixels

Pink means a missing material: the demos use the built-in sprite shader, which works in Built-in and URP. Blurry pixels mean a texture imported with filtering: select it, set Filter Mode to Point, Compression to None, and turn off Mipmaps. Anything in a PixelArt or ItemIcons folder imports like that automatically (Tools > AutoBattleKit > Demos > Rebuild Demo Theme reapplies it).

The Balance Lab is all red or all orange

Red means the player loses too often against that enemy, orange that they win too easily. Click the cell to see its hardest battle, then change one number and run again; the small numbers show how far each cell moved. The pack's own enemies are spread like the stages of a run (see Balancing), so they aren't all in the band on purpose.

My "Next To Item" ability never fires

Neighbours only exist in a grid backpack. Give the class a Grid size (4 x 3, say); with numbered slots nothing touches anything, so the condition always fails. In the Loot Drop demo, tick Grid backpack and put the Viper Ring next to another venom item.

A team preset plays as 1v1

Your game's ruleset needs Max Team Size above 1 (the Party Line, Skirmish and Mayhem examples have it). The battle scene then needs its Preset set (New game does this) so it plays teams and encounters. For adventures, set Party Size on the Adventure asset or leave it at 0 to follow the ruleset.

The same battle gives a different result on another machine

It shouldn't: battles are deterministic for the same content, rules and seed. Check that both sides have the same assets (an item's tier, a status's order in the database) and the same seed. Hub > Checks & Tools > Engine fingerprint confirms the engine itself matches.

Play mode changes vanish

Unity discards changes made while playing. Stop, then edit assets; the Hub's Content page and the Inspector work outside play mode.

Where are the saves?

run.Save() returns a small object you can write with JsonUtility.ToJson; the Adventure demo doesn't write files. See Adventures.

I want to remove the kit's demos from my build

Keep Scripts; delete Demos, Presets and Start Here.unity from your copy of the kit. Your game's content lives outside the kit folder and doesn't reference them.

TipStill stuck? Hub > Checks & Tools > Run all tests tells you within a minute whether the kit itself is healthy in your project.