Комментарии:
so, you are saying that URP gives headaches because you don't know how to use it?
any game engine will do that man, you need to know how to use it -.-"
if you do mobile - never use anything exept standard.
ОтветитьThanks. That was invaluable! Appreciate it.
Ответитьthanks for ur opinion - realy helped me to stick to Standard Pipeline - I want relaxed coding and no headaches to get little more out of it :) thanks very much!
ОтветитьThanks for the video! You helped me a loads brotha! Love the ozzy accent btw :)
ОтветитьHi
Question:
RP , differed rendering , no shadows on terrain in build. Tree billboards render on top of the fog in build. Anyone know the fix?
Thanx
Marc :)
Might not worth it that much for the sake of few FPS but it was worth it because nobody really explain anywhere that you actually have to do that kind of complicated setup with URP and how to fix what's broken. For that explanation you deserve a gold medal! I struggled for hours not knowing why my android application crash upon launch when testing. Now I know why, and how to fix that!
Ответитьgood job) Techart development is always headache)
ОтветитьYou got headaches with URP because you did it the wrong way. Thats the case with all things with the wrong way => you get headaches. My advice, regeardless of small project or not, always use URP or HDRP (if you want high quality features). Don't go with the standard pipeline. Unity even might drop the standard pipeline in the future.
ОтветитьIf you would have started with a 3D (URP) project, then this asset would have worked out fine. Also: if you have an URP project and then you change to built-in, you would have encountered issues also.
ОтветитьThanks for the video it help me alot
ОтветитьWant to know more about procedural map generators. :)
ОтветитьThanks, I have been trying to find a comparison. I have made an HDRP game ( I did not do the graphics) and a URP version for mobiles professionally and even though I have done URP it did not seem worth it unless there is something specific you need like decals.
ОтветитьThanks for the info, was starting to get confusing which was better to use and when.
ОтветитьStandard is the same as built in ?
ОтветитьIn my experience, framerate remained the same. I couldn't see any difference. Strange thing is, the batch count actually shot up by a lot (but set pass calls remained the same).
ОтветитьUniversal Rendering Pipeline only sound complicated but its not ! It is tedious to add shaders and post processing effects but it is a bit easy to set rendering pipeline as you showed in this video. Thanks for showing everything including where you clicked in the inspector while setting up the Universal Rendering Pipeline .It is also nice of to mention that it is not worth using it without shaders and post processing effects.
ОтветитьThis isn't a fair test at all.
ОтветитьI thought URP gave better fps...
ОтветитьI would love to know more about how to make a game using URP is seams it has a lot of work to put on when you work with URP for your game i've been looking into URP tutorials but i didn't find one that explain in details or step by step of how it is look like when you make a game using URP
ОтветитьI just went through a switch to the universal render pipeline, for my learning project.... The built-in renderer looks WAY better for quick little projects and tutorials, but I think you must use URP for shaders, to make water and such...
Yikes...
Thanks for the comparison!
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