Since URP is out of preview, why is this template added using the built-in 3D renderer, why is it not using URP? Isn’t URP more performant for mobile 2d/3d at this point?
I have been using URP for all mobile projects so far for AR/non AR so I am baffled why 3d built in is default still
Hi @ROBYER1_1 , We already have plans to provide URP support for Mobile 3D templates as well. We will have them side by side with the Built-in Renderer versions while we work towards making URP the default rendering pipeline.
@BattleAngelAlita , if you have performance degradations on URP mobile as compared to Built-in, can you please report concrete cases so the team can have a look at them. Sample content/projects that can help us reproduce the issues will be super valuable.
Bump for a 3D URP template for mobile. It’s been a year… It should be relatively easy to adapt the default URP template to mobile, but I can’t find any clear documentation about what’s the diff btw 3D and 3D mobile templates.
Confusing. Better to name it “3D Mobile (Built-In Render Pipeline)” for symmetry with and immediately understanding of it as the Mobile version of “3D (Built-In Render Pipeline)”.
Even in the new Unity 6 Preview, the 3D Mobile (Core) template still uses the built-in render pipeline. For an example project, try building an APK with the default scene in both the Universal Render Pipeline (URP) and the 3D Mobile template. I installed URP from the Package Manager on the 3D Mobile (Core) template and recorded the FPS for each build. On the 3D URP build, I achieved around 40 FPS, while on the 3D Mobile build (both with and without URP), I consistently hit 60 FPS. It was probably more that 60 FPS but unfortunately, my phone caps at 60 FPS.