Templates - Overview, Details, and Request for Feedback

Templates! What are they?

Hello beta testers!

We want to know your thoughts on our new templates! (Templates are those things you can choose between in the dropdown window when you make a new project through the Hub.) Here’s a big, detailed overview of what they include and do!

Templates allow us to preset batches of settings for a target game type or level of visual fidelity. This means that depending on what template you choose, your project will have all of its settings configured with the project type in mind, including some default packages, lighting settings, time settings, quality settings, graphics settings, etc.

In addition, most templates include some example content, such as a default WASD camera controller, materials for the correct render pipeline, fonts and even an example Shader Graph in the Lightweight template.


First off, all templates include some key changes:

  • A variety of .preset files configured with the project type in mind

  • Default color space set to Linear rather than Gamma

  • Run in Background enabled

  • Optimize Mesh Data enabled

  • Time and Quality Settings configured with steady 60 fps targets in mind:

  • Fixed Timestep has been set to ~1/60

  • Maximum Allowed Timestep has been set to 0.1

  • V Sync Count has been set to Every V Blank

In addition, each template has many more specific settings. Read on, faithful beta tester!

The 2D template is the most particular:

  • Scene view defaults to 2D mode

  • Camera starts in Orthographic with a solid color background - no default skybox

  • Lighting, fog, and shadow settings are all turned off

  • Ambient lighting is configured with a cool grey solid color

  • Anti-Aliasing is disabled

  • Always Included Shaders has been pruned down to just Sprites/Default and UI/Default

  • Sprite Packer Mode is set to Always Enabled

The 3D (aka 3D Ultra in b5), High Definition, and Lightweight templates include:

  • Our latest Post-Processing V2 package, configured with a PostProcessProfile.asset file, a “PostProcessing” layer configured in settings, a global Post Process Volume object in the scene, and a Post Process Layer component on the camera. We’ve set these up with some nice, relatively subtle defaults, like ACES color grading, soft bloom, motion blur, ambient occlusion, and anti-aliasing.
  • Reflection Probes (and Light Probes) in the scene when it makes sense
  • GPU Skinning and Graphics Jobs enabled in Player Settings
  • Lighting settings configured with the project type and example assets in mind (and Progressive Light Mapper enabled by default)
  • A SimpleCameraController component that enables smooth WASD movement and shows how to do some basic scripting (and an example of how to do framerate-independent lerping!)

The High Definition and Lightweight templates pull in their respective pipeline packages and configure some essential assets that the render pipes rely on, located in the Assets/Settings folder.

In the case of Lightweight, the most important setting is a simple Lightweight_RenderPipeline asset, but the template also includes the Shader Graph package (which in its current beta only works with Lightweight) and an example custom PBR Shader Graph.

For High Definition, you’ll find several assets in that folder that configure things like sky, fog, shadows, and sub-surface scattering.

Finally, the Lightweight VR template, in addition to bringing in and configuring the Lightweight render pipe, sets things up a little nicer for VR:

  • Some placeholder objects set up with TrackedPoseDrivers for hands and remotes
  • A SetCorrectCameraHeight script on the camera to set height depending on the device
  • A post-processing stack tuned for VR

Going Forward

Templates are still in an early stage of iteration (for instance, expect to see a fast-loading 3D template with no example content or post-processing come beta 5), so if you are trying them out please keep the following questions in mind:

Are there any significant setting changes missing from the existing templates? Or any settings we changed that you’d prefer set differently or unset for a particular template?

The template list for the 2018.1 release was intentionally kept lean, but for future releases we would like to create and include more! What else would you like to see as a template in the future?

Presets are another new feature for 2018.1 and some have already been included in this build. Please review the existing presets and let us know what others you would like to see. Presets can be made based on asset types such as spotlight and pointlight, component defaults when adding a component, and import settings when importing new content. More on presets can be found here .

Feedback please :smile:


A template manager would be awesome. I've seen others request the ability to make custom templates, but the manager would handle a bit more on top of that too.

  • Template management

  • Redownload templates (I have an anecdote on this)

  • Find installed templates in your machine's file browser

  • Duplicate & upgrade templates made for older versions of Unity

  • Find templates from others (from the Unity Asset Store? Could prompt users to purchase packages in the template that aren't in their purchase history - leading to more sales, maybe?)

  • Create templates

  • Pick a Unity version installed on the machine

  • Pick packages downloaded from the Unity Asset Store to include

  • Pick packages found in user's specified location on the computer (or perhaps restrict to only Asset Store packages to help fight asset piracy & prevent simple reuploads)

  • Public availability / publish to the Unity Asset Store (this may obviously have issues with licencing of assets - see the bracketed sentence in the "Find templates from others")

  • May require a Super Mario Maker style verification of "play once to confirm there's no errors, and THEN you can share it"

I was changing some stuff with the post processing in a project spawned from the Lightweight VR template - imported a newer stack to try and get things working on a Windows VR headset since the default stuff wasn't showing up. Got some errors about the imported stack having some duplicate assemblies from the existing stack, so I deleted the older stack files. Little did I know that deleting the older stack files causing issues in my project would delete them from the template itself - any new projects made would say there are scripts missing on the objects for the post processing volume and on the camera itself, so it seemed that I corrupted the project template. I'm currently reinstalling Unity 2018 to repair my Lightweight VR template.

So please, PLEASE let us redownload templates at least!


Oh wow that’s a pain, sorry! Thanks so much for reporting this.

When you deleted those files, did you do it through the editor or through your OS’s file system (like, Finder/File Explorer)? Did you just delete them from your New Project directory or did you delete them from the engine’s download location?

Also, thanks for the notes! Will definitely get them to the right people internally :slight_smile:

Through the Editor - there was one set (the newer, imported PP stack) that had a regular file path in the project as per any other asset, and the other set (the older, part-of-the-template PP stack) that had a weird file path; something about Packages?
I deleted that older PP stack stuff from within Unity and it caused the issue. Unfortunately even reinstalling Unity 2018 didn’t fix it - I feel like I must’ve messed up something major in the package system - but if that isn’t repaired by a reinstall, is that handled by Unity Hub itself? The only thing I haven’t tried is reinstalling Unity Hub, and I’ll try that after this coming week’s project deadlines have all passed.

I am only seeing 2D and 3D in the Templates window. The other 3 templates aren’t there.

Sounds like good defaults, one question though. Can you have a template without all the global illumination and lightmapping stuff that is not always used in low-end projects or procedural projects (which can not benefit from pre-made lightmaps and light probes)?
Of course then it would help to have a white (not yellow!?) light in new scenes and default shaders other than the standard PBR ones!

The newer templates are only shown when you’re creating a project with 2018.1. They’re not available in older versions of Unity.

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This is a really nice feature!

Almost a year ago, there was a call for suggestions for starter kits/templates. We delivered a few suggestions, and the Tower Defense Template was the first one created.

Are you planning on putting those "templates" in with these "templates"? I think that would be very convenient.

Does the Unity Hub Self- Update on Start-Up? It really should, If not. Also I read that Patch Releases were left out on purpose. This is truly a horrible idea. Patch fixes are there to fix bugs and should be considered part of this. I did notice that Patches are installed in the Main Unity directory and not in a folder with a name showing there version # etc… Maybe that should be changed instead so they may be included.

This is odd considering they are only a few days away from releasing Beta 5.

1 question and 1 feedback
Question: I currently have a Unity 2017.3 project. Is that possible for me to apply and overwrite the 2D template to the project after I update project to Unity 2018.1 when it's out of beta?
Feedback: Hopefully u guys can figure out best possible configuration for both 2D and 3D template.

Unfortunately, templates are only applied when creating a new project. However, you’ll be able to take advantage from the new packages that will support 2018.1 and add them to your project using the package manager UI.

Awesome. Btw will the templates configure Scriptable Rendering Pipeline too?

Yep, the "High Definition," "Lightweight" and "Lightweight VR" templates will set up your projects to use the corresponding SRPs.

Maybe I should ask in more detail.
1) Is that 2D template configured with Lightweight pipeline?
2) Will SRP i.e. Lightweight and HD pipelines work out of the box and only need modification if there is special need for the project?

The naming of these templates makes understanding their pipelines somewhat unclear and this seems to be creating some confusion for users, like [mention|B3gtPtIK6KVYjbbpcP4NGg==], jbooth , and myself!

So I think the names should be more descriptive and consistent. Here’s some possible ideas:

  • 2D

  • 2D Lightweight

  • 3D

  • 3D Ultra

  • 3D Lightweight

  • 3D High Definition

  • VR Lightweight

  • Custom (empty project?)

Adding “Built-in” would make this even clearer:

  • Built-in 2D

  • Built-in 3D

  • Built-in 3D Ultra

  • Lightweight 2D

  • Lightweight 3D

  • Lightweight VR

  • High Definition 3D


I really like the idea of these templates but as of right now... I can't seem to get them to work.

Using 2018.1.0b8, starting a new project using the High Definition template I get a few errors like this one:

C:/ProgramData/Unity/cache/packages/packages.unity.com/com.unity.render-pipelines.core@0.1.27/CoreRP/Shadow/ShadowUtilities.cs(250,51): error CS0227: Unsafe code requires the `unsafe' command line option to be specified

This is without me touching anything. There are also a lot of warnings like this one:

Shader warning in 'DeferredDirectionalShadow.compute': loop only executes for 1 iteration(s), consider removing [loop] at kernel DeferredDirectionalShadow_Contact at ShadowSampling.hlsl(204) (on d3d11)

They're fairly descriptive errors / warnings but I'm not sure why there are errors showing on a template created project. Have I missed a step in the installation process of 2018 perhaps? I installed it via the Hub.

Hi Mephistonight, we are aware of this issue and the graphics team is working on fixing it.

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@Charles_Beauchemin , why 2D template does not apply lightweight pipeline?

@optimise that is because the 2D and 3D template are just recreations of the original 2D/3D toggle for new projects found in previous version of Unity that simply setup the editor and had nothing to do with render pipelines


The “3D Ultra” template only causes further confusion here because that’s just the built-in render with all settings on max and post-processing.

I also found these template names somewhat ambiguous at first, and the common confusion between templates and render pipelines is what prompted me to suggest we give them more explicit names above.

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