URP And HDRP have been announced in 2017/2018, and their development probably started even earlier…
And they came a long way throughout the years of their development cycle till this day, they got so rich, so flexible, feature complete, very extendable, and most of all, battle-tested! And so, I do Really suggest starting from 2022.1 (which is still months away from now) to have URP as the default renderer in new created projects, what that means, if someone from previous versions upgrades their built-in RP project to 2022.1 or above, it won’t be affected.
Now, that doesn’t mean by any means built-in will be deprecated, at least for now, that only means new projects will have URP by default.
Yes, Unity may put an option in Unity 2022.1 settings to revert back to built-in if ever needed…
Unity -years back- promised us that “it’s a matter of time until URP is the default”, and I think that time has come.
) So, what do you think? Do you think it’s the time for a new era? Or should Unity wait a bit longer? Share your thoughts in the comments/Or you can just vote and that’s it!
Isn’t it already possible to create a project where URP is basically the default renderer ? Using the template “3D Sample Scene (URP)”, for example.
What’s the point in making it the case everywhere ? how often are you creating a new project for that to matter so much ?
Personnally, I create a new “real” (not just for tests or bug repro) project once/twice a year top. So it doesn’t bother me at all to setup the packages (or clean up the 3D Sample Scene) when I do.
Unity will do as they see fit, but I fail to see where that would be a “new era” (maybe I’m completly ignorant of something or missing the point, in that case please enlighten me !)
I think Unity should plan a default ecosystem. If you restrict assets for shader graph you could have one default ecosystem for URP and HDRP.
Then if you want too add some detail, mask textures in HDRP you could make upgrade but some minimal default could be running on both.
Like the Ninja said, it’s solely Unity’s decision to make. In my opinion, terrible idea. There are still things that are missing (or not even supported) in the URP that were once available/supported in the Built-in RP.
Sure! Probably the point you’re missing is that, Unity previously said URP will replace built-in eventually, and built-in will finally be deprecated, that will happen when URP is ready, you can see me even mentioning that if you re-read my first post, hence the “new era”… So the whole point of this thread, is to actually discuss the “Readiness” of current URP.
I’m not even talking about URP being default in 2021.2, or even 2021.3, I’m talking about 2022.1; As we progress, URP will be completely efficient and fully replaceable by the time 2022.1 releases. -Yes, this thread is ahead its time!-.
Of course it’s unity’s decision. Everything is. Doesn’t mean you shouldn’t suggest or talk about it.
In my opinion I wish it would be, but it’s lacking some important features still.
Temporal anti aliasing, screen space reflections, and so on.
The problem remains in new users getting confused. They press 3D and think this is it.
Or even worse, someone that isn’t a complete beginner starts working on a project only to realize later on that built-in is on life support.
Or someone evaluates unity from a graphical perspective without realizing there’s other render pipelines, in particular HDRP.
It is not in my opinion, not until it is a superset (or close enough) of the features and flexibility of built in, and I do not believe it is there yet.
With that said, I would be fine with the 3D URP template getting a more prominent position in the Hub, would that make it “default”?
What’s missing that’s preventing it from being the default choice? If it’s some feature like -ray tracing-, then you should know where to go.
I can confirm that at least 90% of URP’s features are complete, and by the time it’s 2022.1 release, percentage will be much higher, and there’s no -harm- from it being default if tiny stuff are still missing by that time.
Personally, I also really like writing shaders and the workflow for doing that in URP is subpar. I also use replacement shaders a lot, and I’ve heard you can do a custom pass for it, but it’s still really awkward. It was also slower than built-in for my game, which -in fairness- is purposely playing to Built-in’s strengths for performance.
Your turn, you haven’t actually expressed why you think it is ready, or what you think should happen if it is. What more do you need than the URP template getting a bump in position on the hub?
Stop fooling around, I’m not gonna say it, because you already know what RP is it!
It seems you’re the one ignoring my posts, or you just playing dumb, go to my previous posts and re-read them again, I already mentioned the ‘table’ is a bit outdated, you seem to be only writing your stuff without any effort to reading.
I had to look that up …for anyone else like me, “philosophical method of systematic doubt and questioning of another to elicit a clear expression of a truth supposed to be knowable by all rational beings.”
In the threads he is starting he is contradicting his positions, (URP should be default, but also is dead apparently?) and they are all the same provocative style about what Unity should do.
I think there is a gross misconception here. Whether or not URP is already good, it has nothing to do with whether or not it should be default.
Any feature should be default when the majority of the user-base use it by default. Doesn’t matter if you think it’s garbage, doesn’t matter if you think it’s excellent. One and only metric matters: will making it default helps the majority of the user base or not. (or at least sizable enough to help the adaptation rate)
And no one else knows the answer, only Unity itself. That’s why I think the only sane answer to the question is to leave this decision to Unity.
Edit: and even this is kind of moot, because what you guys are arguing about is this: should the blue frame be in the I position by default or it should be in the II position? One click (and some understanding).
All I’d really want to happen is to have actual blank templates for both URP and HDRP without the extra bloat. I was going to point out same as Lurking-Ninja here that there really isn’t a “default” option even because you get to choose the starting point for every project yourself… unless you really count the default highlighted position as such.