@@RigorMortisTortoise i started working with urp and right of the bat i get a "Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\BaseShaderGUI.cs(212,34): error CS0103: The name 'MaterialAccess' does not exist in the current context" and "Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInSubTarget.cs(33,28): error CS0246: The type or namespace name 'BuiltInShaderGraphSaveContext' could not be found (are you missing a using directive or an assembly reference?)" in my face and i dont know how to fix it
Great video !! I shared your link on one of my channel's videos... Your viewpoint and incite really helped organize these invariably different but yet similar concepts in my brain !! @3:56 I almost ☠... 🤣 So funny yet so true !! Thank you very much !! P.S> Really
I only have a very basic understanding of render pipelines and have kind of blindly been using URP, but I haven't really dove into how to use it to its full (or even minimal) potential lol. One day I intend to do a deep dive, but for now this gave me a nice overview of how to look at each of the pipelines - thank you for the video!
Thanks for the video, I was hoping to know how to setting it up! I have difficulties to set up mine since I created my project with Built In then I want to convert it to HDRP but I don't know how to do it exactly! I'm relearning Unity kinda a noob ATM! lol
Hi great video. I'm considering HDRP but was wondering this. If the people using my game (or application) don't have a desktop or laptop with a dedicated graphics card what will the result be for them? Will they get a rendered down version of it? Will it work at all on their device? I don't necessarily make games with Unity but build 3D visualizations of which my users have pretty ordinary laptops or desktops. Wondering if it's worth my while to go HDRP or stick with the built-in. Steve
Oh.....I forgot to add something. If I want to build 2 identical projects; one using HDRP and the other with the built-in renderer, will it pose any problems? The assets will be exactly the same of course so I guess all I need to do is copy and paste scene items (or scenes in their entirety) from one project to another...will it be that simple or is there some catch because of the different rendering system? These blasted projects take ages to start up and I don't want to crash my old computer if it's not really possible from the get go.😀
I'm learning from scratch to make a game, I will use Unity to make my 2D TopDownMovement game without knowing anything about coding, I've built a 2D Basic built-in project to do so, as you said it was the usual, all my assets are hand drawn as I can draw consistent cute artwork and animations, the thing is, I know NOTHING about programing, but im learning fast and I already set an amazing movement dynamic with camera controls of your choice with spring jump and everything I need so im content, but as I still need a whole lot to learn, what i gather from this video is that I should keep doing it on the built-in? Or else tutorials will be harder to find?? Is that it??
Is there a way to change a project from the Built In Render Pipeline to URP? I'm very new and started using BIRP. I now realize I should have used URP for shadows and textures. Any help would be most appreciated.
Think game graphics that are really detailed and require a lot of processing power. Fallout 4, AC, COD, games like that. I would say Tunic would probably be better suited for URP :)
@RigorMortisTortoise i started working with urp and right of the bat i get a "Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\BaseShaderGUI.cs(212,34): error CS0103: The name 'MaterialAccess' does not exist in the current context" and "Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInSubTarget.cs(33,28): error CS0246: The type or namespace name 'BuiltInShaderGraphSaveContext' could not be found (are you missing a using directive or an assembly reference?)" in my face and i dont know how to fix it
Thanks from Brazil.
The best explanation.
This is exactly what i was looking for ! Thank you for making this video ! Really confused why this doesnt have thousands of views lol
Glad that it was helpful, thank you!
@@RigorMortisTortoise i started working with urp and right of the bat i get a
"Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\BaseShaderGUI.cs(212,34): error CS0103: The name 'MaterialAccess' does not exist in the current context"
and
"Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInSubTarget.cs(33,28): error CS0246: The type or namespace name 'BuiltInShaderGraphSaveContext' could not be found (are you missing a using directive or an assembly reference?)"
in my face and i dont know how to fix it
Great video !! I shared your link on one of my channel's videos... Your viewpoint and incite really helped organize these invariably different but yet similar concepts in my brain !!
@3:56 I almost ☠... 🤣 So funny yet so true !!
Thank you very much !! P.S> Really
Finally a good video about this topic
I only have a very basic understanding of render pipelines and have kind of blindly been using URP, but I haven't really dove into how to use it to its full (or even minimal) potential lol. One day I intend to do a deep dive, but for now this gave me a nice overview of how to look at each of the pipelines - thank you for the video!
It is overwhelming at first--I'm still learning myself, but glad I could help!
Thanks, clear explanation
Surprised that it has not much views. Thanks for the compact and clear explanation!
Sending this to a friend 😁
great video
thx
2:50 made me laugh way harder than it should of LOL😂
Thanks for the video, I was hoping to know how to setting it up! I have difficulties to set up mine since I created my project with Built In then I want to convert it to HDRP but I don't know how to do it exactly! I'm relearning Unity kinda a noob ATM! lol
Good vid, thsnk you :)
Thanks so much!
Just came across your channel, I've subbed looking forward to more videos!
Hi great video. I'm considering HDRP but was wondering this. If the people using my game (or application) don't have a desktop or laptop with a dedicated graphics card what will the result be for them? Will they get a rendered down version of it? Will it work at all on their device? I don't necessarily make games with Unity but build 3D visualizations of which my users have pretty ordinary laptops or desktops. Wondering if it's worth my while to go HDRP or stick with the built-in. Steve
Oh.....I forgot to add something. If I want to build 2 identical projects; one using HDRP and the other with the built-in renderer, will it pose any problems? The assets will be exactly the same of course so I guess all I need to do is copy and paste scene items (or scenes in their entirety) from one project to another...will it be that simple or is there some catch because of the different rendering system? These blasted projects take ages to start up and I don't want to crash my old computer if it's not really possible from the get go.😀
You r amzing 🎉🎉
Thank you!
I'm learning from scratch to make a game, I will use Unity to make my 2D TopDownMovement game without knowing anything about coding, I've built a 2D Basic built-in project to do so, as you said it was the usual, all my assets are hand drawn as I can draw consistent cute artwork and animations, the thing is, I know NOTHING about programing, but im learning fast and I already set an amazing movement dynamic with camera controls of your choice with spring jump and everything I need so im content, but as I still need a whole lot to learn, what i gather from this video is that I should keep doing it on the built-in? Or else tutorials will be harder to find?? Is that it??
Is there a way to change a project from the Built In Render Pipeline to URP?
I'm very new and started using BIRP. I now realize I should have used URP for shadows and textures. Any help would be most appreciated.
oky, I'm a use hdrp for my 2d platformer game :)
What do you mean by "high quality graphics" ?
Is a game like Tunic a high enough graphics to go to HDRP ?
Think game graphics that are really detailed and require a lot of processing power. Fallout 4, AC, COD, games like that. I would say Tunic would probably be better suited for URP :)
@@RigorMortisTortoise thx a lot 😊
may i ask whats the game name at the start ?
Babe...
@RigorMortisTortoise
i started working with urp and right of the bat i get a
"Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\BaseShaderGUI.cs(212,34): error CS0103: The name 'MaterialAccess' does not exist in the current context"
and
"Library\PackageCache\com.unity.shadergraph@14.0.8\Editor\Generation\Targets\BuiltIn\Editor\ShaderGraph\Targets\BuiltInSubTarget.cs(33,28): error CS0246: The type or namespace name 'BuiltInShaderGraphSaveContext' could not be found (are you missing a using directive or an assembly reference?)"
in my face and i dont know how to fix it