When making a setup guide (linked below) I found many suboptimal settings in the URP default project in Unity 6.0.32
- Scene light has soft shadow quality on low, should be use settings from RPA. Especially with XR devices now allowing per light overrides
- High Quality Bloom filtering enabled by default is a bit worrying, I think that’s a nice to have but not an issue perce
- Mobile rendered uses After Opaques for depth texture mode. The docs say that After Transparents is better for mobile, so that should be selected (I think this was default for URP in 2022)
- Mobile renderer uses Forward+, which is slower when using low light limits, which is common on mobile. My preference would be off, but not a deal breaker when pushing a new standard
- Thank you for putting intermediate texture on Auto!
- Not sure if it will cause issues with depth and opaque textures being enabled on PC and not on mobile. New devs might assume their settings just work since they’re default, and then are very disappointed that opaque texture is very bad for performance on mobile
- I personally like to see Sprite Atlas V2 be enabled by default, especially since almost all games use UI
- For Android player settings the tooltip from Use 32-bit display buffer says to disable it unless you see banding. Why is this on by default as the tooltip says not to. Ive never seen any banding without personally
- Why is Blit Type on Always and not Auto?
- Would XYZ normal textures be good for default settings for mobile?
- Personally I hate that by default the package name is overridden to com.UnityTechnologies.com.unity.template.urpblank. Just have it take the project name…
- Why is input handling on Both? When you build for android it gives the warning that this causes issue. This means that the base project cannot be built without issues. Just put it to new
That’s all! Overal the setup is a lot better than on 2022, which had SSAO on by default for mobile.
Here was the guide where I noticed the issues if interesting: https://youtu.be/Vlmy0JJ_E3c