Here are those timestamps you ordered boss: Video begins 1:35 HDRP demo video 4:00 Which template is used for which platform? 5:15 URP Feature List 8:20 HDRP Feature List 11:16 Everything just WORKS 13:24 Which one to use? 14:20 Sykoo Ego Stroke 16:59
We started our project with URP. It is horribly documented. What I like though is that you can "override" materials of certain objects using the URP, and for instance quite easily make that your character is still semi-transparent rendered when below certain objects. But getting there is hard due to lacking documentation and the different camera renders due to this stacking was quite slow in the profiler. Mixed feelings
Extremely useful material, answered practically all of my generic questions about the topic caused by poor and/or confusing communication from Unity. Thank you man! 🏅
For me it just seems easier to go with HDRP, make the game for desktop, and then make a separate version for mobile in URP using as much as I can of the HDRP version. Basically a port.
this video doesn't help shed light on the real diferences between URP and HDRP. by implying (probably its on the documentation too, but oh well) that URP is mainly used for mobile games just undermines the pipeline. You can build really performant and pretty high fidelity 3D games for windows using URP, and the point is: it will be infinitely more performant than HDRP. it doesn't have to be a mobile focused pipeline at all.
I'm curious, it looks like I would want to use a lot of the HDRP features but I'm not sure if it's worse to use when developing a VR game over URP. I'm sure the type of game (whether single player or multiplayer) also affects that choice, no?
I'm a VR game dev and i must say URP is best option for VR. The performance of URP is just next level and in VR performance is first thing. If your game cant run full fps supported by the device then people will be puking allover.
I am building my first 3D game. It has meadow environment as well as a castle dungeon/ horror game. My plan is to make it for PC and use Steam to distribute. I have been learning and using URP and the game is coming along well, but after watching this video it seems that I should be using HDRP. Did I answer my own question without asking a question?
if emphasizing the environment is a part of the game then i recommend at least watching the latest Unite now about HDRP features on Unity's channel then decide if you can spend the time on it. because just changing HDRP won't make your game any different and might be harder if you don't know what you're doing.
@@ZiFX switching to hdrp was hard to configure for me my main problem was that the lighting seemed to just fluctuate between light then dark whenever I looked around it got super annoying so I just used urp and it works well for me
The boat example of the URP you showcase in this video is not so good to use as some its most spectacular features are custom code that was written as a technology demo by a Unity in-house programmer (specifically the reflections in the water) and these are not working in currently shipping versions of Unity. The current URP has no built-in way to easily get reflections, either mirrored or diffuse, and that is the reason it is unusable for me in its current form.
I am a complete noob in Unity or game development for that matter, I'm talking less than a week after downloading Unity. I downloaded and used HDRP on one of my existing projects. While I am could circumvent certain issues that come with using HDRP, it's actually hampering my progress creatively, for now. I find myself just constantly fixing various trivial issues, rather than actually working on the game if I hadn't used HDRP otherwise. It's quite frustrating, to be honest.
Thanks for the video, really informative. Im from Denmark, so i feel your "pain" with the heat, our country has not yet put aircondition in all buildings, but im glad you have a fan, because the stores run out every summer the past 5 years! Make sure you have a spare 😱 I hope you have a great summer, keep creating 👍
Choose your style HDRP - Games Made with it >Subnautica >Rust >Firewatch >Escape From Tarkov High Def Third/First Person Style Games URP - Games Made with it >Cities Skylines >Cuphead >Inside >My Friend Pedro High Def 2D/Sideloader Style Games
Thanks for the video! In my case, I am working on a low poly/cartoony 3D game aimed for consoles & PC. Which one would you recommend? I have started the project with URP because I am not looking for high fidelity graphics, but after watching the video I am not so sure anymore.
URP does not support deffered and point light shadows, but it's built-in that's in the past ? :') Also, user feedback : HDRP is super monolithic (no custom lightning for example) and all the new fancy features they added, I got them in Built-In thanks to assets : Amplify Shader for shading / NGSS2 for shadows / CP_SSSSS for subsurface scattering / Aura 2 for volumetric lights / Madgoat ssgi for realtime GI (not out yet, but Unity just has not plan for realtime GI other than poorly performant RTX so...) + they often are better than what Unity propose with HDRP (NGSS2 shadows looks better than HDRP shadows) +++ i'm not limited by stupid design decisions, like no way to do custom lightning. And URP is just not as good as Built-In regarding it's features, yet. So, IMO : Use HDRP for super realist graphics, don't use that for making games, or you'll get stucked. Use URP if you really need the most optimized game. Use Built-in if like me you want the least obstacles when it comes to develop an interesting art style. If you want the fidelity HDRP has, you can do it with assets. On the contrary HDRP does not let you do what you want (HDRP is a lot more like Unreal Engine : if you use it as it was planned, great for you. But as soon as you want to do something it was not designed for, you basically have to re write the source code.
Thanks a lot for the advice! I didn't know that HDRP had so many limitations Quick question - Some of the assets you mentioned also work with URP? And if they do would you recommend using URP instead of the standard built-in pipeline?
as far as I understood the standard built-in will live a long life, since URP not so good from different perspectives as built-in? E.g. you want to start a small mobile game. Why would you choose standard Built-in instead of URP?
My biggest problem with URP is the lack of support for realtime shadows from sources other than directional light indoors scenes just look empty without it
Informative, well produced .... but you started digging a hole around 3 minutes from the end, you should've just edited that out man ;) Thanks for your efforts.
Very helpful for me thanks! I need a better computer so that I can fully utilize hdrp... until then I think Im stuck with making my nature scenes with urp lol.
There is an enormous lack of support and documentation on HDRP which in my opinion makes it unusable for any serious project. If you want to make a AA game HDRP is a good choice, but for a real AAA you might want to consider using URP and modifying it to add the effects you need yourself
What troubled me a lot when using URP and HDRP is the sheer lack of support for upgrading most of the assets. Some assets are completely unsupported and simply become useless. It's a little known truth that is barely discussed in promotional videos. To be specific, some shaders are not upgradable to URP/HDRP. Be prepared to redesign most of your assets :(
I would love to see a how to use unity + git video whichi isn't the usual "add files to the gitignore" (DUH!) in specific how to merge .meta files, they are so annoying when you work in a team since they are yaml using internal ids :/
next video how to convert a old project to URP? and how to deal with matterial error pink and etc? i have tried to convert my fps project several times and all my matterials gets changed to error pink and also losing it refrence texture etc. :( also is ther a way to change the default unity terain matterial since it only has slot for texture&bump but i whant heightmap or teselation map so it gets better detailed look :)
I am very beginner developer who worries about the major game story with cool style. i can not understand complicated stuff. my pc is not very suitable for developing high graphical complicated games. so is URP will give cool look with better performance? or both same in performance? specially in editor because i got impressed with HDRP videos and i switched to it but suffering hard time developing and slow performance. SO WHICH IS BETTER AND GOOD FOR PERFOMANCE SPECIALLY IN EDITOR?
I open project in urp but scene view dark no sky box but in game mode show skybox I don't know what i m missing pllzz give me solution how i fix this thing.
I watched your video on CZcams "HDRP vs. URP - which one to use? | Unty 2020 Beginners Guide". It helped me. I am 70 years old and have tried URP and HDRP and my problem is with "EasyRoads 3D Pro" - my spline(?) tracks are red or red/pink. Is it because one of these does that? Please help me with this. - Nancy
Hello,your videos are very satisfactory. I have a question,if you have no knowledge about computers and game creation, developments etc but if you have an idea,storyline, characters,weapons,etc etc ready.Is it possible to work with a pro to build a game together.
People get galvanized by "HD" as being better, but it really isn't. It would be enough to know how to work with post effects and HDRP has no reason to exist If you add to the fact that most of the best assets in the store (Aura 2, Sumono Water and dozens of others) don't work in HDRP, it's a complete failure for me. In HDRP there are just a lot of things you can customize. But nothing that cannot be achieved with the Standard Pipeline and a good post effect setting (if you know how to use it).
Is HDRP safe to use if I want the game to run on nintendo switch? And what happens if I find out URP was a better option in the middle of development? Do I still get worst performance even if I am not using these extra features that come with HDRP?
is the standart pipeline going to be removed similarly to unityscript? where they stop supporting it and slowly just remove it in one of the updates? (rip Unityscript)
That is the most annoying thing with the new pipelines. Why the hell we can't write our own custom shader. Anyway, here is a blog post on how to code custom URP shader. Unity says they hear us. Hopefully they will hear the many shader programmers who want to code their own shaders without fiddeling with ShaderGraph. cyangamedev.wordpress.com/2020/06/05/urp-shader-code/
I agree that they should've released this right from the start but at least Custom shaders are on their upcoming release roadmap. So hopefully we should see an alpha/beta release soon
I’ve been pondering wether to change to SRPor wait. My game is a 3D third person action game for desktop and consoles. I was considering migrating to URP but when I checked the table comparison with the built-in renderer there are many limitations. No decals only 1 spot light dynamic shadows , etc. I didnt wanted HDRP cuase I eventually want to support the nintendo switch. Any suggestions here?
Decals and several other features are on the roadmap for URP so if you're not in a hurry I'd recommend sticking with URP. You can check the URP roadmap to get an idea on what's coming HDRP limits your target platforms by a lot and is probably not a good idea for solo/small indie teams
First and most importantly, thank you for the extremely useful information. Secondly and much less importantly, I found the bits about "why am I describing this?" to be necessary and other parts were coming off as arrogant.
Hey, Guys need some suggestion - I have been doing a lot of research regarding the render pipeline unity is offering. My question is ... which rendering pipeline I should go for - like getting close to the resident evil type of graphics and settings? We have an indie studio just set up...with having very little expertise on unity graphics? If someone would suggest to us which pipeline should we go for...would be a great help (: Target platform - PC and Consoles
@@jhonythemob How? I think that it is not possible? I tried a couple of months ago and it wasn't implemented yet. Shader Graph + 2D + URP was not a thing
@@Abken. what are you trying to achieve? There are some great tutorials like those from Brackeys to setup, it's relatively easy and I'm currently using it on my own project. Just want to point though that some functions need a workaround to make it work, like for example I had a function to change a sprite color when my character was hit, but after installing shadergraph + 2d light it didn't change anymore.
Stick to content and if comparision is there and just show real comparision with same asset and different look. It is not tutorail or comparision . Video is all about how you dress ,where you are taking video what is your likes and what is made by you !
this video sounds like you're reading the documentation and not giving us the intuitive differences between developing with the 2 different pipelines. BAD TUTORIAL.
*Let me know how you like this video! Missed you guys after not posting for a week. Glad to be back. =)*
Join our Discord server: discord.gg/4kRCajN
You didn't link into the description for the 2d renderer vid and other vids
Where are the timestamps?
Sam forgot the essence of time stamps :)
Hey Sykoo HDRP is more for pc games but LRP is more mobile games ,did i'm right?
Please make a vid on how to make a cutscene and also please make a vid on how to add AI onto your team and to fight the enemies with you
Here are those timestamps you ordered boss:
Video begins 1:35
HDRP demo video 4:00
Which template is used for which platform? 5:15
URP Feature List 8:20
HDRP Feature List 11:16
Everything just WORKS 13:24
Which one to use? 14:20
Sykoo Ego Stroke 16:59
Ego stroke 😂
Conclusion of the whole video:
You: - What to choose HDRP or URP?
Author of this video: - I have no idea, I'm just making a video.
Using new CZcams chapters: nay
Putting timestamps in description: nay
Putting timestamps in the comments: YEASH
Essence of time: YES
We started our project with URP. It is horribly documented. What I like though is that you can "override" materials of certain objects using the URP, and for instance quite easily make that your character is still semi-transparent rendered when below certain objects. But getting there is hard due to lacking documentation and the different camera renders due to this stacking was quite slow in the profiler. Mixed feelings
Extremely useful material, answered practically all of my generic questions about the topic caused by poor and/or confusing communication from Unity. Thank you man! 🏅
For me it just seems easier to go with HDRP, make the game for desktop, and then make a separate version for mobile in URP using as much as I can of the HDRP version. Basically a port.
this video doesn't help shed light on the real diferences between URP and HDRP. by implying (probably its on the documentation too, but oh well) that URP is mainly used for mobile games just undermines the pipeline. You can build really performant and pretty high fidelity 3D games for windows using URP, and the point is: it will be infinitely more performant than HDRP. it doesn't have to be a mobile focused pipeline at all.
I had issues with terrain in hdrp, dunno that's fixed
I can't add more than 8 lights in URP it starts disablng one light if you enable other
I'm curious, it looks like I would want to use a lot of the HDRP features but I'm not sure if it's worse to use when developing a VR game over URP. I'm sure the type of game (whether single player or multiplayer) also affects that choice, no?
I'm a VR game dev and i must say URP is best option for VR. The performance of URP is just next level and in VR performance is first thing. If your game cant run full fps supported by the device then people will be puking allover.
I am building my first 3D game. It has meadow environment as well as a castle dungeon/ horror game. My plan is to make it for PC and use Steam to distribute. I have been learning and using URP and the game is coming along well, but after watching this video it seems that I should be using HDRP. Did I answer my own question without asking a question?
if your game looks good with URP ..no need to change
if emphasizing the environment is a part of the game then i recommend at least watching the latest Unite now about HDRP features on Unity's channel then decide if you can spend the time on it. because just changing HDRP won't make your game any different and might be harder if you don't know what you're doing.
@@ZiFX switching to hdrp was hard to configure for me my main problem was that the lighting seemed to just fluctuate between light then dark whenever I looked around it got super annoying so I just used urp and it works well for me
@@orangeflipgram6549 yes but trust me when you start understanding it you will love it
URP does not support shadows for more than 1 Directional Light.
No Shadows for Point Lights.
No Overlapping Shadows with Spot Lights.
I needed this video so bad, thanks so much!!
The boat example of the URP you showcase in this video is not so good to use as some its most spectacular features are custom code that was written as a technology demo by a Unity in-house programmer (specifically the reflections in the water) and these are not working in currently shipping versions of Unity.
The current URP has no built-in way to easily get reflections, either mirrored or diffuse, and that is the reason it is unusable for me in its current form.
I am a complete noob in Unity or game development for that matter, I'm talking less than a week after downloading Unity. I downloaded and used HDRP on one of my existing projects. While I am could circumvent certain issues that come with using HDRP, it's actually hampering my progress creatively, for now. I find myself just constantly fixing various trivial issues, rather than actually working on the game if I hadn't used HDRP otherwise. It's quite frustrating, to be honest.
Which render pipeline should be used for VR? (in my case, Oculus Rift)
URP I think
Thanks for the video, really informative. Im from Denmark, so i feel your "pain" with the heat, our country has not yet put aircondition in all buildings, but im glad you have a fan, because the stores run out every summer the past 5 years! Make sure you have a spare 😱
I hope you have a great summer, keep creating 👍
Plot twist: No video is linked in the description
Choose your style
HDRP - Games Made with it
>Subnautica
>Rust
>Firewatch
>Escape From Tarkov
High Def Third/First Person Style Games
URP - Games Made with it
>Cities Skylines
>Cuphead
>Inside
>My Friend Pedro
High Def 2D/Sideloader Style Games
keep making the videos your a life saver i can work on my game and learn every new technology at once you help me choose what to focus on
you said you'd leave a link in the description like every minute and then you never did
Thanks for the video! In my case, I am working on a low poly/cartoony 3D game aimed for consoles & PC. Which one would you recommend? I have started the project with URP because I am not looking for high fidelity graphics, but after watching the video I am not so sure anymore.
Ariel Martínez I am pronaly to late but when making a pc/console game I would recommend HDRP
I recommend the standard built in rp
URP does not support deffered and point light shadows, but it's built-in that's in the past ? :')
Also, user feedback : HDRP is super monolithic (no custom lightning for example) and all the new fancy features they added, I got them in Built-In thanks to assets : Amplify Shader for shading / NGSS2 for shadows / CP_SSSSS for subsurface scattering / Aura 2 for volumetric lights / Madgoat ssgi for realtime GI (not out yet, but Unity just has not plan for realtime GI other than poorly performant RTX so...) + they often are better than what Unity propose with HDRP (NGSS2 shadows looks better than HDRP shadows) +++ i'm not limited by stupid design decisions, like no way to do custom lightning.
And URP is just not as good as Built-In regarding it's features, yet.
So, IMO :
Use HDRP for super realist graphics, don't use that for making games, or you'll get stucked.
Use URP if you really need the most optimized game.
Use Built-in if like me you want the least obstacles when it comes to develop an interesting art style. If you want the fidelity HDRP has, you can do it with assets. On the contrary HDRP does not let you do what you want (HDRP is a lot more like Unreal Engine : if you use it as it was planned, great for you. But as soon as you want to do something it was not designed for, you basically have to re write the source code.
Thanks a lot for the advice! I didn't know that HDRP had so many limitations
Quick question - Some of the assets you mentioned also work with URP? And if they do would you recommend using URP instead of the standard built-in pipeline?
as far as I understood the standard built-in will live a long life, since URP not so good from different perspectives as built-in?
E.g. you want to start a small mobile game. Why would you choose standard Built-in instead of URP?
My biggest problem with URP is the lack of support for realtime shadows from sources other than directional light indoors scenes just look empty without it
nice episode! keep up the good work man
Really good video for beginners like me who want to make first simple game :D
That was great and thorough! Thanks.
Informative, well produced .... but you started digging a hole around 3 minutes from the end, you should've just edited that out man ;) Thanks for your efforts.
Hoped to see a side by side
Very helpful for me thanks! I need a better computer so that I can fully utilize hdrp... until then I think Im stuck with making my nature scenes with urp lol.
Wow. I love your videos. U helped me a lot.
There is an enormous lack of support and documentation on HDRP which in my opinion makes it unusable for any serious project. If you want to make a AA game HDRP is a good choice, but for a real AAA you might want to consider using URP and modifying it to add the effects you need yourself
i know none of us are making AAA games here, but anyway
Unity just posted an hour long video on HDRP and i think it's their best tutorial to this day. so maybe check it out.
@@ZiFX I absolutely will, thank you
@@ZiFX ok, it was just a usage tutorial, i meant HDRP's inner workings documentation so we would easily be able to write custom shaders
you haircut looks very happy. :-D
What troubled me a lot when using URP and HDRP is the sheer lack of support for upgrading most of the assets. Some assets are completely unsupported and simply become useless. It's a little known truth that is barely discussed in promotional videos. To be specific, some shaders are not upgradable to URP/HDRP. Be prepared to redesign most of your assets :(
3:36, 6:42, 7:40, where are these links?
Promises timestamps and links to his videos, doesn't deliver. 😠
You forgot to say which one
Standard . After 2 years of urp / hdrp , I came to the conclusion that standard is still the most optimized and least clunky of them all
I would love to see a how to use unity + git video whichi isn't the usual "add files to the gitignore" (DUH!) in specific how to merge .meta files, they are so annoying when you work in a team since they are yaml using internal ids :/
next video how to convert a old project to URP?
and how to deal with matterial error pink and etc?
i have tried to convert my fps project several times and all my matterials gets changed to error pink and also losing it refrence texture etc. :(
also is ther a way to change the default unity terain matterial since it only has slot for texture&bump but i whant heightmap or teselation map so it gets better detailed look :)
For that pink error go in lighting settings and change the compression type to uncompressed.....it must be setted to auto
Ah yes, the time stamps are in the pinned comment
Both of them
I am very beginner developer who worries about the major game story with cool style. i can not understand complicated stuff. my pc is not very suitable for developing high graphical complicated games. so is URP will give cool look with better performance? or both same in performance? specially in editor because i got impressed with HDRP videos and i switched to it but suffering hard time developing and slow performance. SO WHICH IS BETTER AND GOOD FOR PERFOMANCE SPECIALLY IN EDITOR?
Fan boy! I love that joke.
The thing i want to know is which is better for low end Pc's?
Let's say in another word,
e.g. you want to start a small mobile game. Why would you choose standard Built-in instead of URP?
@@oldcat1790 can you give one example of what does it mean "not enough"?
URP runs faster than SRP. For mobile devices with very slow graphics chips, performance is the most important thing. Always choose URP for mobile.
I open project in urp but scene view dark no sky box but in game mode show skybox I don't know what i m missing pllzz give me solution how i fix this thing.
i dont get it, you never elaborated...so urp is for mobiles cause its not about photorealism like hdrp?
thatd be a dumb way of thinking lmao
I watched your video on CZcams "HDRP vs. URP - which one to use? | Unty 2020 Beginners Guide". It helped me. I am 70 years old and have tried URP and HDRP and my problem is with "EasyRoads 3D Pro" - my spline(?) tracks are red or red/pink. Is it because one of these does that?
Please help me with this.
- Nancy
plz make a tutorial on converting urp project to hdrp plzzzz. i suck in deciding and choose wrong one some times
Hello,your videos are very satisfactory.
I have a question,if you have no knowledge about computers and game creation, developments etc but if you have an idea,storyline, characters,weapons,etc etc ready.Is it possible to work with a pro to build a game together.
People get galvanized by "HD" as being better, but it really isn't.
It would be enough to know how to work with post effects and HDRP has no reason to exist
If you add to the fact that most of the best assets in the store (Aura 2, Sumono Water and dozens of others) don't work in HDRP, it's a complete failure for me.
In HDRP there are just a lot of things you can customize. But nothing that cannot be achieved with the Standard Pipeline and a good post effect setting (if you know how to use it).
Lol I was just wondering which one to use for my next game, and boom this popped up in my notification, Google does listen everything
Google hear you
hey i was following your inventory guide and i had a little problem my inventory is always stuck on the screen in the game
pls help someone
many old tools are for the build-in, bad surprises from the asset store :)
Dear, Sykoo: in your tutorials, the setting (inpector) panels are very small, hard to see what you are doing...
but otherwise they are great, so keep on!
What should i use for online gaming?
Is the Standard Pipeline going to be deprecated? If so, probably worth starting all projects with at least the URP to get used to it?
Unity has said that was the plan yes
0:00 when I tried installing it, it made all my textures purple. Any help?
nevermind I fixed it. I just jad to change the material type
I have a hard time setting up hdrp compared to urp
Is HDRP safe to use if I want the game to run on nintendo switch? And what happens if I find out URP was a better option in the middle of development? Do I still get worst performance even if I am not using these extra features that come with HDRP?
no, per the official unity docs (there's a comparison of pipelines in the manual), HDRP is not supported on Nintendo Switch.
Where can i find the boat racing game shown in video
Is it available for free
is the standart pipeline going to be removed similarly to unityscript? where they stop supporting it and slowly just remove it in one of the updates? (rip Unityscript)
The fact that you can't use custom shaders anymore and you have to recode everything made me switch from Unity to Unreal Engine 👍
That is the most annoying thing with the new pipelines. Why the hell we can't write our own custom shader. Anyway, here is a blog post on how to code custom URP shader. Unity says they hear us. Hopefully they will hear the many shader programmers who want to code their own shaders without fiddeling with ShaderGraph.
cyangamedev.wordpress.com/2020/06/05/urp-shader-code/
I agree that they should've released this right from the start but at least
Custom shaders are on their upcoming release roadmap. So hopefully we should see an alpha/beta release soon
Which render pipeline should I use to make a stylized game for PC ??
I’ve been pondering wether to change to SRPor wait.
My game is a 3D third person action game for desktop and consoles. I was considering migrating to URP but when I checked the table comparison with the built-in renderer there are many limitations. No decals only 1 spot light dynamic shadows , etc.
I didnt wanted HDRP cuase I eventually want to support the nintendo switch. Any suggestions here?
Decals and several other features are on the roadmap for URP so if you're not in a hurry I'd recommend sticking with URP. You can check the URP roadmap to get an idea on what's coming
HDRP limits your target platforms by a lot and is probably not a good idea for solo/small indie teams
I am trying to design a low poly environment, what is suitable? URP i guess?
Shivansh Saini probably
HDRP looks much better! It makes a big difference even for low poly scenes.
First and most importantly, thank you for the extremely useful information.
Secondly and much less importantly, I found the bits about "why am I describing this?" to be necessary and other parts were coming off as arrogant.
1:14 where is it then?
make a tutorial on enviro please
I see you got your fanboy...
*But do you have your* *_chumchum?_*
the pc crying and saying NO DONT ENVOLE I JUST WANT TO DIE
ohhh they changed the name ...so confusing lrp urp
Whaaat, you moved to Denmark? Welcome ;)
How come?
res
start your RPG game series up again! You just went on and forgot about them
You are extremely funny and awesome. Thumbs up!
Ay I have the same fan boi xD
Umboejet? Yale
Hey, Guys need some suggestion -
I have been doing a lot of research regarding the render pipeline unity is offering.
My question is ... which rendering pipeline I should go for - like getting close to the resident evil type of graphics and settings?
We have an indie studio just set up...with having very little expertise on unity graphics?
If someone would suggest to us which pipeline should we go for...would be a great help (:
Target platform - PC and Consoles
Hdrp only allows 8 terrain layers it's the dumbest thing ever
How will this change Rust... what is your prediction on Rust HDRP ? XD
0:11
Please make a detailed character controller and enemy ai. Please.
Noice
Is Shader Graph possible with URP for 2D games?
Yes
@@jhonythemob How? I think that it is not possible? I tried a couple of months ago and it wasn't implemented yet. Shader Graph + 2D + URP was not a thing
@@Abken. what are you trying to achieve? There are some great tutorials like those from Brackeys to setup, it's relatively easy and I'm currently using it on my own project. Just want to point though that some functions need a workaround to make it work, like for example I had a function to change a sprite color when my character was hit, but after installing shadergraph + 2d light it didn't change anymore.
there is a specific type of materials for 2D in URP and it's awesome. just make sure when you make a new shader to use the shaders made for 2d .
URP has a seperate 2D pipeline. You might be using the 3D version.
Stick to content and if comparision is there and just show real comparision with same asset and different look.
It is not tutorail or comparision .
Video is all about how you dress ,where you are taking video what is your likes and what is made by you !
this video sounds like you're reading the documentation and not giving us the intuitive differences between developing with the 2 different pipelines. BAD TUTORIAL.
"fan boi" haha
URP no point light shadows ahahaahah hello 2020
Speak Swedish SVENSKA tack 😂
Stop with the juvenile giggling and the ego trips, and you might be up there with Brackeys one day... Oh wait, he's gone.
Use unreal engine :)
"Learn a new API, Engine and programming language".
@@beri4138 as it goes...