7 Ways to Optimize your Unity Project with URP

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  • Опубликовано: 18 июн 2024
  • In this video, we’re going to show you seven ways to optimize your Unity project to maximize performance in Unity 2020 using the Universal Render Pipeline.
    Learn more about URP here:
    on.unity.com/2Qi7Ntt
    The Asset used in this video are from our Angry Bots Demo which you can find here:
    on.unity.com/34tohY0
    Chapters:
    0:20 Managing your Lighting
    3:30 Light Probes
    4:34 Reflection Probes
    5:54 Camera Settings
    7:30 Pipeline Settings
    9:07 Frame Debugger
    10:12 Profiler
  • ИгрыИгры

Комментарии • 146

  • @unity
    @unity  3 года назад +95

    Hey everyone, we hope you'll enjoy this video! We'd love to hear what you'd like to see more of in the future, so please leave a comment and let us know!

    • @obito-3557
      @obito-3557 3 года назад +1

      Thx

    • @prateekpanwar646
      @prateekpanwar646 3 года назад +7

      Thanks for video.
      Video for Future?: Take a sample project in URP (ex: Boat Attack), Optimize it with post processing, shaders and exporting on mobile

    • @UGuruz
      @UGuruz 3 года назад +4

      *Same for HDRP*

    • @Sylfa
      @Sylfa 3 года назад

      I'd love a more in-depth video on the probes, in particular how to determine when one is not needed or misplaced as well as where you should consider placing them.
      Knowing what to look for will make it an easier task to decide to place them, and when to place them. Let's say you have a scene with a dense placement, which ones should be removed, does having two close together on opposite sides of a shadow edge work better than having one on the edge and two in the middle of the shadow, etc.

    • @yusufhabib3507
      @yusufhabib3507 3 года назад +1

      @@UGuruz big fan from india

  • @aldigangster123
    @aldigangster123 3 года назад +142

    YES! Videos like this is what we need! Detailed, to the point, nothing shallow. Whoever did this video deserves a raise! Please continue making these for any other topics.

  • @samarthdhroov
    @samarthdhroov 2 года назад +3

    This is such an awesome presentation of summarized areas to address for enhancing performance in URP !! Thank you.

  • @SomebodyPickaName
    @SomebodyPickaName 3 года назад +1

    Wow, what perfect timing for this video. I needed this exact information and this video just happened to be posted today. Very nice!

  • @vivekgamedev
    @vivekgamedev 3 года назад +14

    Thanks Unity for the awesome tips. Although I was already using URP in my game development, I didn't knew that so much can be done to increase performance.

    • @AFuller2020
      @AFuller2020 3 года назад

      Same tips we have heard for years, everything is mobile, why are they still focusing on towers?

  • @brianfromearthhh
    @brianfromearthhh 3 года назад +1

    Couldnt have asked for better results from my search, thank you so much

  • @dinukajay
    @dinukajay 3 года назад

    Best tutorial I've seen for lighting so far! Good job and thanks :)

  • @ZiFX
    @ZiFX 3 года назад +18

    Tons of new information. keep 'em coming.

  • @22h8
    @22h8 3 года назад +5

    finally, Thank for the video and tips @unity

  • @brandonfarfan1978
    @brandonfarfan1978 2 года назад +1

    Good tips tut Unity guys. Hopefully, you all make more useful tuts like this more often. Thanks for this tut.👍😃

  • @Ryan-xq3kl
    @Ryan-xq3kl 3 года назад

    Congradulations on the IPO Were all hoping for the best!!

    • @cgcsw0237
      @cgcsw0237 3 года назад

      Unity IPO good or bad?

  • @sickre
    @sickre 3 года назад +10

    Its good that you are releasing longer and more detailed videos.

    • @unity
      @unity  3 года назад +9

      Thanks, happy you liked it!

  • @davidblissett5315
    @davidblissett5315 3 года назад +4

    Finally!!! Great Job Unity :)

  • @pariiyiy3147
    @pariiyiy3147 2 года назад

    this video saved me and my huge university project

  • @gilbertokiya5709
    @gilbertokiya5709 3 года назад

    Cool!!!....i do everying in URP so this info is a blessing.!!

  • @Oxmond
    @Oxmond 3 года назад +1

    Great! Thx for sharing 🤓👍❤️

  • @THE_ONLY_GOD
    @THE_ONLY_GOD Год назад

    Nice announcer voice and nice tutorial. Thanks!

  • @Makip
    @Makip 3 года назад +3

    Great tutorial!

  • @FireRex75
    @FireRex75 2 года назад

    Amazing guidelines! 😎

  • @UGuruz
    @UGuruz 3 года назад +4

    *That's really a lot of useful information....Thanks* 👍

  • @entertainmentoverloaded5700
    @entertainmentoverloaded5700 2 года назад +1

    Thank you very much :)

  • @androidpie1951
    @androidpie1951 2 года назад

    this video covered it all

  • @nachohotdawg5634
    @nachohotdawg5634 3 года назад +2

    All u post is good, we can come back to it in the future.

  • @harshsaini6th473
    @harshsaini6th473 9 месяцев назад

    very help full

  • @457Deniz457
    @457Deniz457 3 года назад +2

    Thanks Unity ❗😊❗

  • @kelet-std
    @kelet-std 4 месяца назад

    the best way to optimize game without losing quality

  • @daslolo
    @daslolo 3 года назад +39

    WARNING: URP lacks blend reflection that built in has so adding multiple reflection probes in a room results in popping

    • @forasago
      @forasago 3 года назад +12

      URP is a MESS.

    • @themars2011
      @themars2011 3 года назад +1

      @@forasago not anymore really.

    • @harrysanders818
      @harrysanders818 3 года назад +1

      @@themars2011 it surely is, still. It is a marketing scam.

    • @themars2011
      @themars2011 3 года назад +19

      @@harrysanders818 no, we ported our game from built in to urp and it looks slightly better but it runs a lot better.

    • @joaquingrech8949
      @joaquingrech8949 2 года назад +1

      @@themars2011 that actually means your built in shaders were horrible. By definition an URP shader has to be always slower than a built in one if properly coded. You were probably just using the default included shaders which are junk.

  • @eugenekrutoy1475
    @eugenekrutoy1475 3 года назад

    Thanks!

  • @shirosurfer8864
    @shirosurfer8864 3 года назад +1

    Great info great.
    Does occlusion static means we can't move the object real time ?

  • @fatBoxSoftware
    @fatBoxSoftware 3 года назад

    Angry Bots has been remade!

  • @KingALLO69
    @KingALLO69 3 года назад +6

    This video was really great! But it would be nice to see something like "How to make your Game look great" for both 2D and 3D. Brackeys made a Video about that but only scratched the surface in my opinion, as he himself uses much better ways to make his games look great.

    • @harrysanders818
      @harrysanders818 3 года назад

      "How to make your game look great" - that one video probably will never exist, as that requires multi discipline artistic skills, years of training, not only tech and post process. That can not be spoonfed

  • @psvyme48paulh45
    @psvyme48paulh45 3 года назад +1

    Nice 👍

  • @FREDO-py4ti
    @FREDO-py4ti 3 года назад

    More about DOTS please !!!

  • @starchaser28
    @starchaser28 3 года назад +1

    I'd love to see a demo on the "Box Projection" feature for reflection probes to create planar reflections. I haven't been able to get it to work.

    • @starchaser28
      @starchaser28 3 года назад

      @@CiroContinisioUnity Good info, thanks!

  • @aldigangster123
    @aldigangster123 3 года назад +6

    Would love to see a video on how to get the maximum graphical fidelity out of URP, with less focus on performance.

  • @styliann
    @styliann 3 года назад +5

    Where is the link to the URP shader stripping / SRP batcher article?

  • @mmparkour4046
    @mmparkour4046 3 года назад +1

    unity is the best for the world man!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • @godwinabogonye8981
    @godwinabogonye8981 3 года назад

    Cool

  • @UltraGrater
    @UltraGrater 3 года назад

    Finally unity knows what they are doing...

  • @forasago
    @forasago 3 года назад +29

    1:58 this lightmap looks horrendous. look at where the ceiling and the window-wall intersect. no indirect shadow whatsoever. the lighting is actually more convincing on the left because at least it doesn't have this glaring problem.

    • @LucasOe
      @LucasOe 3 года назад

      That's true. Is it possible to bake with contact shadows, or do you need to enable Ambient Occlusion?

    • @eter_inquirer
      @eter_inquirer 3 года назад +3

      I think they didn't have ambient occlusion on, you can turn this setting on in the lighting window, and you can adjust direct and indirect contribution of the shadows as well. It improves the visual quality of the scene by an order of a magnitude.

    • @forasago
      @forasago 3 года назад

      @@eter_inquirer Ambient occlusion is a hack that should not be necessary. The default lightmap settings in Unity 2017-2019 produce realistic lighting and if you add the AO checkbox to that you get that typical Xbox 360 game look with dark corners. A real-time AO post effect makes sense to get indirect shadowing on dynamic objects, no lightmap or probe is going to give you that. But for the baked maps I don't believe in AO.

    • @eter_inquirer
      @eter_inquirer 3 года назад +1

      @@forasago Real Time AO is the way to go so long as you have the compute capability. Which is not the case for mobile platforms in which case baked AO is a great substitution versus a flat look where it looks like objects are floating on each other. So I wouldn't say it's unnecessary, it's dependant on what your use case is.

  • @cekconi1773
    @cekconi1773 Год назад

    👍👍👍

  • @AllSkillers
    @AllSkillers 3 года назад +4

    Is there an easy way to bake lighting inside Prefabs? (All lights are included in the Prefabs)
    Asking for a game which generates the terrain/gameworld during runtime

  • @jeanallien
    @jeanallien 2 года назад

    Hi, I wonder to ask how could I do the camera style like yours? The noise of the camera, I know you did it with cinemachine, but I get a huge bug with cinemachine, my camera is just shaking, I looked the possible solution to change rigidbody settings and update method, but that didn't help me.

  • @danielkrajnik3817
    @danielkrajnik3817 3 года назад

    1:53 ready when you are

  • @musicteam5211
    @musicteam5211 3 года назад +1

    Can you show us how to optimize the game for mobile devices with both good graphics and good performance? This is the thing which is the most we needed. Please help...

  • @daslolo
    @daslolo 3 года назад +1

    WARNING: SRP batching doesn't reduce draw calls, it reduces context switches, also it doesn't batch context for skin meshes...

  • @killercrazy21c
    @killercrazy21c 3 года назад +3

    And what about the choice of shaders ? Is the different standarts shadersin URP are very differents between them for performances ?

  • @justinwhite2725
    @justinwhite2725 3 года назад

    I usually avoid unity tutorials because they are dry and either too over-simpkified or too obtuse. This was just right.

  • @FieldMajor76
    @FieldMajor76 11 месяцев назад

    Is this true for VR games also?

  • @johnmorrell3187
    @johnmorrell3187 3 года назад

    I know it was for demonstration purposes but man the post-processing effects on this sample game have just gone nuts. When he flips over to the game without post-processing it transitions from a cheap unity game to a professional looking game.

  • @Patricebrouh
    @Patricebrouh 3 года назад +3

    Hi Unity, it's been said that we can bake lightmap and use occlusion culling techniques for game like TRASH DASH or SUBWAY SURFERS in with content are generated procedurally. How can we optimize this kind of game?

    • @pisstroopermaniacbillcosby3522
      @pisstroopermaniacbillcosby3522 3 года назад +1

      Google *optimize lighting mobile games* and you will come across the solution to the issue you are experiencing. It only covers lightmap baking for your issue. Not sure about occlusion culling.
      Also, premature optimization is the root of all evil. Brainstorm simple techniques and implement. Monitor and optimize where necessary. Don't try to find the most optimized way to do something.
      One suggestion I can make is to create each level as a prefab > generate those prefabs procedurally > If player is *ahead* of prefab disable it and place it in front of player.
      | - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -|
      | Player is on | | Prefab B |
      | Prefab A | | |
      |_ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |
      | - - - - - - - - - - - - - - - - | | - - - - - - - - - - - - - - - - -|
      | Player is now on | | Prefab A |
      | Prefab B | | |
      |_ _ _ _ _ _ _ _ _ _ _ _ | | _ _ _ _ _ _ _ _ _ _ _ _ |

    • @Onidourou
      @Onidourou 3 года назад

      You cut your game down into modules. One module would contain a segment of the track the player has to run. You bake all the segments and just place them one after the other during runtime at random. Easy :P Subway surfer ain't really procedurally generate. Something like Minecraft would be indeed. That's where a good designer might be able to make the difference and bake light maps into an albedo map.

    • @Patricebrouh
      @Patricebrouh 3 года назад

      @@Onidourou Thank you Mental

  • @AlqueMeteor
    @AlqueMeteor Месяц назад

    I miss Pierre! :(

  • @user-bt2yi7lh2x
    @user-bt2yi7lh2x Год назад

    SRP Batcher is not available in URP right?

  • @halivudestevez2
    @halivudestevez2 Год назад

    and ... my moving character has a lightsource ... would baking still help?

  • @uxiepie5650
    @uxiepie5650 9 месяцев назад

    How i use 2D and 3D lights together ?

  • @nnNothing
    @nnNothing 2 года назад

    Nice, i got 45 fps in Helio G95

  • @UnitCodesChannel
    @UnitCodesChannel 3 года назад

    Good Stuff, Unity channel is upping it's game, however, is it just me or is it really not a 1080p when I buffer & play at 1080p?

  • @mubarek1421
    @mubarek1421 2 года назад

    This performance for 5x7 size rooms ( maybe ). But open world or giant places ?

  • @cgcsw0237
    @cgcsw0237 3 года назад

    Unity IPO good or Bad?

  • @denizyldrm5287
    @denizyldrm5287 3 года назад

    Guys! For performance URP or standard ??

  • @user-pr2hi7gh3f
    @user-pr2hi7gh3f 3 года назад +1

    But 2D Light on mobile has bad performance

  • @hungrygrimalkin5610
    @hungrygrimalkin5610 3 года назад +10

    If only lightmap bakιng didn't take a millenia to finish...

    • @DaysOfFunder
      @DaysOfFunder 2 года назад

      change gpu lightmapper to gpu lightmapper in drop down

  • @kurrandor
    @kurrandor 2 года назад

    Great Video! but i would love someone to confirm this: Either my Monitor is lacking hard or this Video has some Problems displaying the Text in his unity Editor in proper resolution, it seems blurry to me

  • @harrysanders818
    @harrysanders818 3 года назад +3

    "URP was specifically optimized for real time lighting!" -> "Please bake your lights for performance!"

  • @na.5010
    @na.5010 3 года назад

    😁😁😁😁😁😁😁😁😁😁

  • @farhanhakim2189
    @farhanhakim2189 3 года назад +8

    Me: I want to download unity 2020
    My PC: Are you kidding me?
    Unity 5: Excuse me
    Me: Yes Yes Yes Yes! YES!
    My Coding Skills: Haha

  • @hafizkarla8719
    @hafizkarla8719 3 года назад

    but.....baking time take a long time more than a hour for any case ;)

    • @eramires
      @eramires 3 года назад

      good moment to get up from the chair and go drink a coffee or talk to some one, instead of being in the chair for hours. :P

  • @EvansdiAl
    @EvansdiAl 2 года назад

    What about 2D?

  • @greeng448
    @greeng448 Год назад

    Pink tree pls send help 😭😭

  • @GeorgeStanmore
    @GeorgeStanmore Год назад

    You cant say reflection probes is an optimization. What is it supposed to be optimizing? Raytracing I suppose LOL

  • @ThePixelitomedia
    @ThePixelitomedia 3 года назад +1

    Best way to optimize is - using UNREAL :D

    • @oozly9291
      @oozly9291 2 года назад +1

      @BODO TEAM CREATION tell me that you know nothing about unreal/ game dev without telling me

  • @abdalabdal8157
    @abdalabdal8157 3 года назад +2

    🇮🇶🌹🇮🇶❣️

    • @obito-3557
      @obito-3557 3 года назад

      شدخل؟

    • @abdalabdal8157
      @abdalabdal8157 3 года назад +1

      Obito •-• ؟ وضح صديقي

    • @obito-3557
      @obito-3557 3 года назад

      قصدي تعليقك مال امه بالفيديو لا تحفيز ولا شكر ولا اي شيء 🌚

    • @abdalabdal8157
      @abdalabdal8157 3 года назад +1

      Obito •-• اها حبيبي تعليقي
      اقصد بي العلم العراقي و القلب
      محبتي للجميع من العراق🌹
      🌹❣️🌹

    • @obito-3557
      @obito-3557 3 года назад

      بس يا اخي اتوقع ان 98% من الي يشوفون المقطع اجانب ومايدرون عن العرب 🌞

  • @qzswarzeeshan5308
    @qzswarzeeshan5308 2 года назад +1

    Its not for mobile phones.

  • @AFuller2020
    @AFuller2020 3 года назад

    Hey show your stuff on a 2 year old Android phone if you want to impress us. These settings wont' do jack squat without terrain splitter snd mesh creators, please stop pushing these parlor tricks and implement real change.

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    How do YOU like it?

  • @OmegaF77
    @OmegaF77 3 года назад +3

    The video Yanderedev needs but didn't watch.

  • @yourdecentralizedreminder5623
    @yourdecentralizedreminder5623 3 года назад +1

    Fix call of duty mobile

    • @SnakeEngine
      @SnakeEngine 10 месяцев назад

      What's wrong with it?

  • @mahrcheen
    @mahrcheen 2 года назад

    Every webinar tells the same things about optimization. Nothing specific... Nobody tells actually what to do and what impact it has. Only scratching the surface all the time

  • @daslolo
    @daslolo 3 года назад

    This video is too basic to be useful

    • @Erwiinstein
      @Erwiinstein 3 года назад +1

      Uhm... isn't that why for every topic, there's a link to the docs?
      This is just an overview of the things you can do for optimization with URP.
      If you're on intermediate/expert level with Unity, you shouldn't be watching these videos after all.

    • @daslolo
      @daslolo 3 года назад

      Incorrect: user level has nothing to do with wrong information (draw call) and glossinig over URP caveats that'll bite you in the ass.
      These are easy to correct with annotation and would help users avoid costly mistakes.

  • @cahydra
    @cahydra 2 года назад

    why not just use raytracing becuase its way simpler

  • @legendarywolf2372
    @legendarywolf2372 Год назад

    urp not good for mobile :)

  • @EwanCodeTalker
    @EwanCodeTalker 2 года назад

    nice!