# Houston, we have a problem

Here are provided tips to help you find out why DRM effect is not visible or working:

* Just for test, use the resultant mask value of the DRM node (or method) inside shader for the **Base Color** only without any other effects involved. This will help to visualize where on a mesh is rendered mask and how its visual properties affect it.
* Make sure **DRM Controller** updates required material(s) and its **DRM Settings** are exactly the same as the DRM node (or method) settings inside shader.
* If shader uses several different DRM nodes (or methods), for updating each one use a separate **DRM Controller**.
* Make sure **DRM Controller** Pool contains mask objects. **DRM Game Objects** can be checked directly in the scene and number of run-time generated **DRM Live Objects** is visible inside the **Inspector**:

<figure><img src="https://1494537888-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVDsGRBXgFisq0hO6tTXv%2Fuploads%2FAxrXOMBy4hmUsNH0gxRR%2F1.gif?alt=media&#x26;token=45f82fc9-def6-4cc8-b34c-c31c85ee588e" alt="" width="294"><figcaption></figcaption></figure>

* Enable **Draw Gizmos** checkbox to visualize mask objects position and their radius in the scene:

<figure><img src="https://1494537888-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVDsGRBXgFisq0hO6tTXv%2Fuploads%2FN6lThpsk5OIO1aXE2Emb%2F48.png?alt=media&#x26;token=77b133f8-56ef-472e-834e-149dd69ab44d" alt=""><figcaption></figcaption></figure>

Make sure **Gizmos** is enabled for the scene view too:

<figure><img src="https://1494537888-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVDsGRBXgFisq0hO6tTXv%2Fuploads%2FLcZ0usfvbewWXO3UJlKZ%2F12.png?alt=media&#x26;token=ba25feac-6b82-470d-89c1-e91932f88bb8" alt="" width="269"><figcaption></figcaption></figure>

* Check **DRM Game Object**’s and generated **DRM Live Object**’s properties, especially **Intensity** value. If using incorrect values, shader calculated mask may be incorrect or not visible at all.
* Do not update the same DRM node (or method) using several **DRM Controllers**.
* If shader uses keywords for DRM activation, then make sure those keywords are listed in the **DRM Controller**'s **Keywords** array.
