LWRP Package really needs to be linked with XR and Physics (738742)

Hello, I’am trying to setup the most lighweight builtin and custom packages into my Unity project, as my build target is WebGL.
But when I enable the LWRP package, I’am obligated to also enable VR, AR and Physics packages.
Is this really the way it is meant to be? Are Unity devs looking at this, or maybe I should report as a bug?

Thanks

I was just noticing the same thing. Currently, the LWRP doesn’t seem to be very “light weight” in terms of dependencies. There are also some references to the post processing stack, which I definitely don’t need.

I’d like to keep my project free of unnecessary dependencies, to keep WebGL and mobile build sizes low. I was looking into LWRP to get the most performant way to render unlit sprites without unnecessary overhead.

@any_user
I just got tired and tried to fix this by myself for my use case (unity 2018.3.10, no post processing, no physics)
https://github.com/dantasulisses/stripped-lwrp4.10-unity-2018.3.10

I DIDN’T test this enough, looks like it is working but no guarantees. I will try to make use in my project as is, but probably if there is any problem I will not dive to fix

Thanks, thats useful, I‘ll have a look.