Validation & Play Test
Finding and fixing problems, previewing and walking through your cave.
Validation and Fixes
The cave is checked after every change. Problems are listed on the Finish tab under Validation, counted in the status bar and marked in the Scene view where they are.
- Error – the result would be broken. Errors block baking.
- Warning – probably not what you want, but it can be baked.
- Show – frames the problem and selects the passage or point.
- Fix button – a one-click repair when one exists. Every fix can be undone.
Common messages:
- Passage needs at least one more point – add points, or delete the passage.
- Two consecutive points are almost on top of each other – Remove Point.
- Connection needs more space for its transition – move the nearest point further out in front of the opening (about 3 m).
- Climbs too steeply – Fix Path spreads the climb over the points, or use Freeform.
- Near-vertical shaft – Use Freeform, or spread the height change over a longer distance.
- Walls fold over themselves – the bend is too tight for the passage size. Fix Path rounds the corner; otherwise move points apart or make the passage smaller.
- Tight bend – the inner wall may pinch. Spread the turn.
- Closed end on a steep section – caps need a gentle end; add a flatter last point.
- Clearance can drop below 2 m – raise the height or lower Shape Irregularity.
- Distortion lowers the clearance / makes the floor steep – lower Distortion Strength or Vertical, or raise Size.
- Passage runs through a room – connect it to a free connection, or route it around.
- These passages cross without a crossroad – Make Crossroad joins them with a 4-way crossing.
- These passages cross at a shallow angle – move one passage so they cross at 25° or more.
- These passages overlap – they run too close side by side or at different heights; move one away.
- Two rooms overlap – move or rotate one.
- Point size is outside the supported range – widths and heights must be 2–24 m.
- Cave object is scaled – Reset Scale; set sizes on points instead.
- No theme assigned – Assign Theme.
Fix Path
Select a passage and click Fix Path. It rounds corners that make the walls fold and spreads too-steep climbs over the existing points, keeping the ends and connections in place. A message tells you what changed; when the layout simply has too little room, it tells you how much more is needed.
Preview
On the Finish tab under Preview:
- Preview Quality – Draft, Standard or Final. Draft is used automatically while dragging. Final matches the bake.
- Preview Colliders – keep it on: Play Test, terrain tools and your own testing need it.
- Rebuild All – regenerates everything (with a progress bar you can cancel).
- Clear Preview – removes the generated geometry. The layout is kept; any change brings it back.
Only the parts you changed are rebuilt, so editing stays fast even in large caves.
Play Test
Click Play Test (Finish tab or overlay). Unity enters Play mode with a first-person walker just inside the entrance (or at the start of the first passage).
- WASD / arrows – move
- Mouse – look (click into the Game view to capture the mouse)
- Shift – run, Space – jump
- L – lantern on/off
- Esc – free the mouse
Everything the walker creates disappears when you leave Play mode. Colliders are built automatically if the preview has none.