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Difference in Render Pipelines in Unity

totohj96
Honored Guest

Hello everyone,

I was getting into building a demo using MRUK and its EffectMesh building blocks in URP but the effectmesh material wont render anything in URP but same thing works in default RP

Sharing screenshots 

First one is from URP and other is from Default RP
I wanna have my demo in URP 
Any work around would be appreciated!


URP sceneURP sceneDefault RP sceneDefault RP scene

4 REPLIES 4

UpUpDnDn
Explorer

It looks like there are several materials in Meta's XR SDKs (as of v66) that don't render correctly when using URP instead of the built-in render pipeline. In this case there is another similar material you can swap out that will render in a URP project.

  • In your Project window, search for the QuadOutline material which is provided in the Meta XR Core SDK package (be sure to set your search parameter to All so it searches the packages).
  • In the Heirarchy window, select the game object with the EffectMesh script, then drag the QuadOutline material onto the Mesh Material property of the script on the Inspector.

Now when you play your project you should see the blue outlines around the walls and objects in your scene. The material doesn't look exactly the same and I don't know if there is a performance difference, but it should be a good placeholder for getting started . Note that you will probably run into similar issues with other default materials on the SDK objects so you may need to find similar workarounds as you work on your demo.

Cheng8898
Honored Guest

What if those packages are under immutable folder so that u cant change anything inside nomatter prefab or material, in this case what can we do?

Cheng8898
Honored Guest

Hi I met the same problem, just wondering if you manage to solve it?

UpUpDnDn
Explorer

In most cases you will only need to override the material on an object or prefab in your scene.  Sometimes there is another prefab in a package that references the object you need to override, and often you can create a copy of that object in your scene and override the reference to the object you customized.

In the worst-case scenario where you must be able to edit an immutable package, you can make the whole thing editable by copying it into the Projects folder.  See the section on "embedded packages" in the following link for how to do this.

https://docs.unity3d.com/Manual/upm-embed.html#embed-cached