Quick answer: Enable post-processing on the camera, match the volume layer to the camera's mask, and ensure the post-process data and shaders are included so they are not stripped from the build.

Post-processing that works in the editor but vanishes in the build is usually a layer or stripping issue. Here is how to make sure effects ship.

How to fix it

1. Enable it on the camera

The camera must have post-processing enabled and reference the correct volume layer. If post-processing is off on the camera, no effects render regardless of your volumes.

2. Match the volume layer mask

Post-process volumes live on a layer; the camera only applies volumes on layers in its mask. A mismatch means the volume is ignored. Align the volume's layer with the camera's post-process layer mask.

3. Keep resources from being stripped

Post-processing shaders and resources used only at runtime can be stripped. Reference them so they ship, and test in a development build to confirm the effects appear.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.