I’m using 2022.3.10f1 and i can’t start with the Package. It gives me this error, and i only encounter it when trying to use this sample
I’m using the version from the Unity Hub on the Samples Tab.
//Edit: I’ve read that i had to delete the “Artifact.db” and “ArtifactDB” lock file in the Library Folder of the Project. After that it took a while to load and it reloaded/imported the Files, then it started fine.
No errors now and everything works fine! If someone has the same problem, try this method.
Beautiful Projects, great work guys. I’m blown away every detail is great, and the transitions are so nice.
Just a thought, Did you consider using BRG to optimise these samples even more for low-end devices? BRG does work pretty well and takes the performance to the next level with few drawbacks of compatibility with OpenGL. Could be a great sample to show case Unity’s capability.
I do see this sample available in Unity Hub Templates now. Would that mean no more pushes to the public repository?
We have also released the showcase video on YouTube. Enjoy!
Another news: as planned, the sample is now available on the Unity Hub, for Unity 2022 LTS:
Just in case, an issue related to the Editor layout was affecting older 2022 LTS versions, such as 2022.3.12f1. Therefore, make sure you use the latest 2022.3.13f1.
And in a few days, the fresh talk from @Jonas-Mortensen at Unite 2023, with a section dedicated to the URP 3D Sample scenes, will be uploaded to YouTube.
The public repo will not receive any more updates. All future changes will be available by creating a new project from the hub.
About BRG. It’s an interesting suggestion. I’m not an expert on the subject but I believe they require compute shaders and also only work in forward+ which kind of rules them out from being used on low end. Currently our low end quality level is running deferred. In any case the GPU Resident Drawer should basically provide this optimization automatically. But I might be misunderstanding something
@Jonas-Mortensen@pierred_unity My comment got deleted on that video by YouTube, but I’ll say it again. These scenes are amazing looking and I did test it on a mobile device with a bit more optimization. Here’s the Terminal scene running at 20 FPS on Redmi 9A low-end phone. Decals are disabled : Imgur: The magic of the Internet
Enabling decals results in 10 less FPS.
When starting the scene, I was repeatedly blocked by annoying shader compilations that only came in dribs and drabs. but otherwise, once it was running, it was really beautiful. The transition from the hologram to the individual levels is cool, something like that would certainly be very nice to look at in VR.
Can we use the assets from the samples for our commercial projects? I’m currently working on a desert game and the palm trees and tent decorations would come in very handy.
What you shouldn’t do, for instance, is repacking these assets and reselling them on an asset store, or claiming their ownership: for example, extracting the vegetation assets from the oasis as is and reselling them as a “Desert vegetation pack”.
how many compiling shader prompts do I need to see after pressing play on first terminal scene that is loaded on the demo scene?.. I should just record a video of this… its ridiculous… you guys even playtest on a fresh machine?
also dissapointed to still see URP still haven’t bothered making a point of showing they can provide a proper example of glass, where there is some sort of transparent alpha shadow casted from it… instead it just looks like sun shines right through as if there was no reduction in light. Reddit - Dive into anything
Hey. These excessive build times are unfortunately expected currently. PC is especially slow.
One of the reasons is that PC supports more lights per camera (256 vs 32 for mobile) which makes the compilation time of individual variants much longer. We are working on making this number configurable as the project is designed to never have more than 32 lights on screen anyway so being able to limit it (and in turn decrease build times) would be great. Would also make the play mode stutters take less time.
There are other compilation optimizations in the pipeline as well but it’s hard to say when they will land. I hope you still find some value in the project from a learning perspective even though the build times are far from ideal right now. Only enabling one quality level and building one scene could be an option until we sort things out.
Tomorrow I’m joining a Unity livestream to talk about the new URP Sample Scene. Thought it might interest people in this thread:
The plan is to dive deep in to some more technical URP stuff. Mainly I’ll be talking about how to do custom post processing in URP (by building the Oasis fog from scratch) and I’ll also talk about how to write custom passes using the upcoming render graph API. Hope to see you there!
These are fantastic! Great for learning and experimenting with. Thank you for all the hard work we know that goes into this. It is much appreciated.
Importing Unity’s Starter Assets package into a project with these sample scenes causes errors with the input system. Should be easy to reproduce.
The cockpit scene was quite beautiful. I will admit I was a little disappointed when I dived into it and found that the toonshader was setup to use an AO texture which needs to be provided beforehand. I also noticed a lack of leveraging of camera stacking for that particular example which I found was necessary to build an actual VR starfighter game.
Here’s some footage from Rogue Stargun, which will have to happily make do with the Simple Lit shader for the time being.
P.S. How does the toonshader in the Cockpit sample compare to Simple Lit in terms of performance? If I tried building a similar shader, could I conceivably go from 72 fps to 90 fps on the quest 2?