What is the DIFFERENCE Volume Vs Post Processing Package ("Post Processing not working!")
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- Опубликовано: 21 сен 2024
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💬 There are two Post Processing stacks, one using a Package and one inside the URP/HDRP Render pipelines.
If you use the wrong one it won't work.
So if your project is using URP (which you should be using nowadays) then you need to use URP Post Processing which is built into URP, it's the Volume component and does not require an extra package.
If you're following an older tutorial chances are the tutorial is made using the Built-in Render Pipeline which uses a different Post Processing stack downloaded as a separate Package.
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Going through Unity graphics setup is just like doing a quest in a game. You need to find the oracle, that will give you a hint to find the map, to find the NPC that will finally give you the direction of the dungeon to kill the boss that will give you the key to open the chest that will give you the sword to do the next quest. Maybe they're trying to teach some game design while "deving"... xD
Yeah it can definitely seem that way for beginners, quite a bit of confusion when you have no idea of all the Render Pipelines and how they all work with one another.
Although I think their templates on Unity Hub really help solve that since you just install the template and everything is set up, I just wish the default selected template was URP and not the BiRP.
There are only 2. Urp for lower graphics. And hdrp for full blown unreal graphics. Get it now?
Sometimes, Unity is just like a big AND gate simulator.
thanks for very clear explaintation between URP and built-in
Thank you for the video, I had made exactly this mistake. I searched for the error for over an hour and was about to give up until I found your video. Keep up the good work :)
I should have started with Code Monkey! Would have saved me a lot of time trying to figure out what I was doing wrong. Great channel!
I'm glad my videos have helped you! Thanks!
Thanks for the explanation, I was so confused as to why Post Processing wasn't working for the package I installed (after following a tutorial) and why there were two ways to do it.
Also the one that doesn't work with URP is called Post Processing (v2).... version 2! What a trap q_q.
Thank you! I been sitting here for an hour trying to figure this out. Solved now.
Thanks for the help I was having trouble with the volume not working
I'm glad the video helped you!
Thank you, every tutorial starts with everything already set up assuming I already know the stuff I am trying to learn.
Thanks! That is so bizarrely ambiguous. Surprised that Unity did that.
You are the guru! thx a lot for this video
I guess Unity should have some kind of logic to check if you are making this kind of mistake. Like you've mentioned anyone new to unity (or just new to post processing) can make this mistake. It would be easier for unity to check project settings to find if you making a mistake.
It would be great if there was a popup "Hey, you are adding legacy Post Processing while using URP in this project, are you sure that's what you want?"
That's really useful! Much appreciated :D
OMG, you are right. I just wasted 2 days of my life trying to make this work.
Well I'm glad the video helped you!
Well that's rather confusing. I'm lucky I found this video to clear things up quickly
Exactly what I needed. Thank you, even a year later
I'm glad the video helped!
Thanks Code Monkey! I was so confused with this!
life saver, thanks!
Cool video. I did get stuck at this a while ago when try to adapt URP.
I need get get into URP 😅 sounds like I’ve been stuck in the comfort of what I knew. (Legacy)
Literally just had to go through this for a few hours and then found this video after I got it all working lol.
Well. Backup is ready. Urp copy is compiling. Wish me luck with the "Upgrade" 😂🙈
I am sometimes shy about adding game objects to a scene, and I try to do things with minimal amount of game objects. I think that's not quite how things should go... What is your view on game objects? Do you just make new empty game objects for all kinds of things(including position tracking, vfx etc), and even use them as logistical "folders/containers" ?
Number of game objects only matters when you go to thousands, so having a dozen objects each running a different script isn't going to have a negative impact on performance but it will have a positive impact on code organization
thank you!!!
usefull thankyou, how can i manage layers for volume in urp?
i have a scene and a canvas i want only my canvas stay normal and other things behind and expect this get my blur.
when i use volume global my canvas will blur....
THANKS BROOOOOOOOO, YOU SAVED ME
I'm glad the video helped!
@@CodeMonkeyUnity you're the best
Bro I have applied post processing but I'm getting to much fps drop 😢
the problem i have found with urp is multiple post processing layers, like i want different effects for the game and UI but when i add effects to the second camera that is only rendering ui it still effects everything
How so? You can create two Volume game objects in two separate layers. Then on the camera select the Volume Mask layer
@@CodeMonkeyUnity doesnt seem to work for me, i have the object on FX layer and the UI camera volume mask on FX layer but it still effect everything
I was really bored, thank you for the new video 🥹
Thanks a lot 🙏
Thank you sooooo much
I'm glad the video helped you!
Thanks You help me.
I'm glad the video helped you! Thanks!
Thank you, its realy helpfull.
grr, why the hell couldn't they put a version check and a message that says "You are using an outdated Post Processing method"
Yeah a simple message would definitely help solve a bunch of confusion
i wanna ask you would prefer URP or built in render pipeline? I am new to it. Many thanks !!!
Use URP unless you have a very very specific reason you need BiRP
THANK YOU!
that helped a lot, thanks :)
Wow , works like a charm, thanks ! Haha
Thank you so much Code Monkey!
It's save me right now!
THANK YOU THANK YOU THANK YOU THANK YOU SUBBED.
Hej CodeMonkey i really like your video's! And sorry for another stupid question, but you told in this video to always się urp, but i have a problem where assets i use from unity store have their own shader and dont render properly on my projects
Are they using standard BiRP shaders? Or custom shaders? Most assets on the store are using standard shaders, those can easily be converted to URP/HDRP docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/features/rp-converter.html
If they are custom shaders then yeah the only option is if the developer themselves provide an upgrade, sometimes they include multiple .unitypackage inside the asset for all the render pipelines, but if they don't then the only way is for you to manually convert the shader
@@CodeMonkeyUnity yes they usually have custom ones, and i tried to convert them but it usually ends up in a mess of a shader
I was confused for a long time and be mad because of this lol
It can definitely be confusing!
code monkey you are my new Brackeys
I'm glad you like the videos!
can you have multiple post processing layerss?
Yes you can have multiple volumes active at once, they work additively or if they have the same effect then the one with most priority wins
Code Moneky thanks for the vid!! Im currently working on a game and I am trying to add attacks indocators for the enemies. For example, before rushing a red rectangle appears on the floor showing the line it will follow and when it will end. Kind of like the ones in the lego starwars the skywalker saga. Should i use a particle system? Or maybe an object without collision?
If it's just a visual you don't need any collision, could be a simple quad, or a slightly transparent cube or a decal to show the attack area
mine won't do anything even in the built-in render pipeline.
Do you have post processing enabled on the camera?
But is there a way to apply post-processing only to certain cameras? Post processing package has it, but I can't find a way to make volume do this.
Yes the Volume component has a drop down menu to swap between Global and Local. If you make it a Local volume it will only affect the area inside it, for example I used that in this video recreating mechanics from Verdun unitycodemonkey.com/video.php?v=UFo-gAkXLa4
@@CodeMonkeyUnity okay, here is the problem. I found that global depth of field doesn't work great with 2D renderer, but there are some tricks based on overlay cameras. Some of them rely on the post processing package, which doesn't work. So now if I want to blur certain layers, I should create an overlay camera which is rendering only them and make a local volume object always follow it, right?
How does those effect the performance?when making extra effect this will effect the game performance and will have huge impact on bigger project true?
Yes post processing has a cost, whether that cost is big enough to cause problems is something you have to test yourself on your target device.
Not sure what you mean by "bigger project", the size of the game world doesn't matter for post processing effects
I'm using URP and the Global Volume + Volume works fine in play mode, but when i build to Android the post-processing doesn't work, the glow effect just don't happen.
Any hints?
Look at the logs on the device to see if there's any error
Or maybe you're using a different quality setting for that platform
nice! How I can add Screen Space reflection in URP ?
You just add a Reflection Probe and by default it will be screen space
@@CodeMonkeyUnity I'll Try it . Thanks My Monkey
How's it going, could you do a functionality remake of flight mechanics and effects the scifi effects even like the dust when character flies over sand, from the game Recore???
the same effects and mechanics like in this game Deathgrip - gameplay
Is that the sci fi Xbox game with a girl and a robot? Never played it, I'll look into some trailers, thanks!
Can you please make a video about a dynamic modifier system like the items from the binding of isaac?
Like applying faster movement speed and faster shooting? That is going to depend heavily on how you are handling your character. Could be as simple as just increasing a speed variable.
I had a real struggle with this in the past but still had yo watch this, but URP post processing doesnt show when building for WebGL, do you know any work arounds for this?
hmm I think the only thing specific to WebGL is it only works on WebGL 2.0, but I believe that's the default
Also check the Quality tab on your Project Settings, make sure the WebGL build is using the same Render Pipeline Asset that you're testing with in the Editor
my volume is still not working, i really dont understand why. My project is URP and i followed everything you said, but its still not there
What is "not there"? You don't see the Volume component? If not then the only reason I can think of is the URP package did not install correctly
@@CodeMonkeyUnity sorry I phrased it incorrectly, English is not my first language. What I meant to say is that I still don't see the post processing effects from the Volume. I added it to a gameobject and I enabled it on the camera and in the renderer settings, just like you did in the video, but it's still not visible.
Ok i managed to fix it myself. Just if anyone has the same problem, create a new Global Volume object in the hierarchy instead of making a empty gameobject and assigning the Volume component to it
@@raykoranteng4667 Thanks :D !
wow, thank you@@raykoranteng4667
the thumbnail of your video suggests an actual visual comparison between the two, but there is none in your video, what gives?
It shows the difference between post processing disabled "not working" and enabled
There's no difference between the BiRP Package and the URP effects
Hello, can somebody please tell how to implement SSR (Screen Space Reflections) in URP? Thanks in advance.
i dare you to do a 100 hours/days learning unreal.
You're worried about confusing your audience?
Well, again, a tip... slow down a little bit.
Do more please to illustrate what the components are as in draw me a diagram.
Because if your audience can picture what's going on in their mind's eye, it can make a lot more sense.
I'm considering starting a channel with tutorials myself.
And I've had enough experience watching Jason Weimann, Brackeys and yours to know that if you rush through a subject and don't do as I suggest you're going to frustrate people.
Also, if a person is frustrated they're less likely to return to watch your videos.
Or work on games at all.
If I get around to it I will do my best to show you with my own example the best approach to relaying information to people of different walks of life.
Do you have any idea on any good and free networking solutions with a decent ccu ? Thanks, I am trying to create a multiplayer fps shooter and my project is paused for now until I find a good networking solution
I've heard good things about FishNet. Can't recommend it personally as I haven't tried it yet.
I know there is Photon, Mirror, FishNet, and Netcode for Game Objects, but haven't used any of them so no idea what their limits are
I'm waiting for Netcode for Game Objects (Unity's official solution) to come out of preview before I cover it
@@CodeMonkeyUnity I have tried photon and it's decent but the free version only provides 20 ccu I'll try out fish net and thanks
@@SkeleTonHammer I'll try it
Sipes Lights
Can Godot run on a low end laptop then sir???👍
I DONT HAVE VOLUME HOW DO I ENABLE IT?
Install the Universal Render Pipeline in your project
@@CodeMonkeyUnity yeah I figured it out, it’s great that nobody tells you
If you guys are interested I made a similar vid about Immortal Technique's samples from the Martyr (2011), feel free to check it out, I
my volume just dosen't work
Is your project set up to use URP?