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Grimwar/Troubleshooting

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Read the first reported error and fix it before retrying. Later messages often follow from the same missing file or failed setup step.

SDK setup and map builds

Problem What to check
Unity cannot be found Install and activate 6000.3.17f1, then select its executable in VSDK or Build's Advanced settings.
A Release build reports a missing target Install the Unity build modules for Windows, macOS, and Linux dedicated server. Release maps require all three.
The authoring entity catalog differs from the installed SDK Update the complete Grimwar SDK, reopen it through VSDK, select that connection, and use Map → Reload resources. For your own developer connection, re-export the game profile from the matching Unity project first. Keep catalogs and compiler from the same release.
Save to Unity is unavailable The public Grimwar SDK exports add-ons. Use Play in Game. Save to Unity requires a developer connection to the game project.
A developer save waits for Unity Exit Play Mode and save modified Unity scenes. Resolve the reported scene conflict before saving again.
A lighting bake fails Check the build log, graphics support, required Unity version, and available disk space. Map baking needs a graphics device.
You cannot find the editable map Use Welcome → Open repository… on the source checkout. Look for .vertex; a compiled scene or installed add-on is output, not the source.

Keep the failed build's logs when reporting a problem. Include the SDK version, target, first error, and steps to reproduce it. Avoid sending account credentials or private source that the report does not need.

The build succeeds but the map is wrong

  • Check Addons → Use This Copy. A Workshop copy can take precedence over the local build you edited.
  • Rebuild after saving scripts. VSig and attached VMods are compiled or captured into the map; editing a loose file beside installed output does not update it.
  • Inspect collision with Shift+C. Box and Convex shapes can block an opening; try Auto or Exact.
  • Check spawns for the intended teams and enough clearance above the floor.
  • For trigger_multiple, select Allowed Teams. Its default None excludes participants.
  • Put moving geometry under its door, rotator, or train entity. Keep path points valid and distinct.
  • Test lights and effects in Grimwar. Vertex displays previews, not the game's complete rendering.

Missing custom content

Open Content → Check build contents. Confirm the asset is referenced or marked Include in build. For a shared key, install and enable the exact provider add-on ID. Rebuild the consumer after declaring the provider.

For audio, check the playback type, volume, and entity's Custom Cue. A 2D playback method cannot play a 3D cue. Use audio_browser in Grimwar to inspect mounted audio and copy its reference and provider ID.

If a model preview is stale, use Rebuild model previews. If a package reports changed files or hashes, rebuild from source and install the complete output folder.

Script errors

VSig refs must match the entity's type, name, and hierarchy. Use the entity reference for valid signals and authority. The Code workspace reports syntax and binding errors before a successful map build.

Validate VMods in VSDK. New modules target API 15. Check the entry-point name, source-file list, and declared dependencies. A missing dependency or failed attached-module initialization prevents the map from starting.

Unload maps with attached VMods and leave scripted game modes before running vmod_runtime_reload. Use vmod_runtime_list to inspect failures.

Publishing and multiplayer

Workshop needs a Release package and a readable 1920 × 1080 thumbnail. Publish required media packs before publishing their consumers. The game needs a Workshop source for guests to acquire custom content; an unpublished map is limited to Local playtests.

Private required items restrict hosting to Local. Friends Only items restrict who can join. Check the visibility of every required item, not just the map. See Workshop visibility.