Hello, I just wanted to ask if Depth Buffer Collisions are supported in Unity 6 for URP rendering.
Looking at the what’s new page, this was added in the latest version yes:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/whats-new-17.html
Did you run into any issues?
Thanks! Yeah, I guess I had an issue. I was following a VFX tutorial from official Unity where they make like slimy splatter with decals. I followed the tutorial, but the collisions didn’t work. Collisions worked only when I selected a plane or something different than Depth Buffer.
If anyone is having trouble with a Depth Buffer collision, make sure to have the MainCamera tag on your camera.
Glad that you were able to make it work. Depth buffer and Color buffer access are now supported in URP with Unity 6. As for HDRP, by default, the Collision Depth Buffer Block is set to use the “Main” Camera.
Now, what is the VFX Graph “Main” camera fallback ? By Default, VFX Graph should use the Scene Camera, meaning the camera that you control in the scene view.
You can change this by going to : Preferences> Visual Effects > Main Camera Fallback
if you choose “Main Camera”, VFX Graph will fallback to the camera with tag set to “MainCamera”
If several cameras are tagged as “Main Camera” (you should avoid this…) it should fallback to the active one.
Now, you can also use a Custom Camera by exposing a Camera property in your Blackboard.
I hope this shed some lights on the subtleties of Camera Buffer sampling blocks and operators.
Have a great day