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A board says "Not verified"

The solver hit its time or node budget before it could prove the solution count (common on big, open grids). The board still plays — it just isn't guaranteed unique. Coverage is the real uniqueness dial — a nearly-full grid has too many paths to prove one unique (hex needs far lower coverage than square). For guaranteed-unique boards: enable Require Unique and hit Auto (it sets a coverage your grid can verify at), use a smaller grid, or raise UniquenessSeconds / UniquenessNodeBudget.

Pink / magenta materials in the demo

That's the Built-in shader showing in a URP/HDRP project. The demo scene targets the Built-in pipeline. Run Unity's material converter (Edit ▸ Rendering ▸ Materials ▸ Convert…) on the demo materials. The generator itself produces data, not visuals, so it's pipeline-agnostic.

No sound

The demo's audio (and UI clicks) need an AudioListener in the scene — it's normally on the Main Camera. If you made your own camera, add an Audio Listener component to it.

Compile errors right after importing

The demo uses the Input System and TextMeshPro packages. Make sure both are installed (Package Manager) — TMP also needs its essentials imported (Window ▸ TextMeshPro ▸ Import TMP Essential Resources). The Core generator has no such dependencies; only the demo does.

Assembly namesIf you see an asmdef reference error, confirm the package assembly names match your versions (Unity.InputSystem, Unity.TextMeshPro, UnityEngine.UI).

Mouse doesn't move the player

Movement is hold-and-drag: press the left button and drag over adjacent cells to draw the path (a single click only steps if you're exactly on an adjacent cell). The controller finds a camera automatically, so a missing MainCamera tag isn't the cause.

Hex keys feel wrong

Hex grids have six neighbors, so they use a corner-cluster — QE / AD / ZC — not WASD (there's no straight-up neighbor on a hex grid). Square grids use WASD / arrows. Dragging with the mouse works on both.

Pressing F does nothing

F resets the level and auto-plays the verified solution. It's ignored on an already-solved level. While it's playing, only R (cancel) responds — every other input is locked so it can't fight the playback.

Still stuck? Email livingfailuregames@gmail.com with your Unity version and render pipeline.