We’re both running windows 10, I have a proper GPU and he has an integrated GPU (CPU rendering stuff). Why would the result be different only in editor? How to fix this?
^ ^ ^ Sounds like perhaps you’re doing this wrong, such as ignoring metafiles or misconfiguring so the metafiles are hidden, which will not work.
PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL
I’m sorry you’ve had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.
Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).
You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.
As far as configuring Unity to play nice with git, keep this in mind:
I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.
Here is how I use git in one of my games, Jetpack Kurt:
Using fine-grained source control as you work to refine your engineering:
Share/Sharing source code between projects:
Setting up an appropriate .gitignore file for Unity3D:
Generally the ONLY folders you should ever source control are:
Assets/
ProjectSettings/
Packages/
NEVER source control Library/ or Temp/ or Logs/
NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)
Setting git up with Unity (includes above .gitignore concepts):
It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It’s simply ridiculous not to back up.
If you plan on joining the software industry, you will be required and expected to know how to use source control.
Source control does require learning, but there are TONS of tutorials and courses and online reference.
You should strive to use source control as confidently as you use your file/folder system.
“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards
Most likely your friend for whom the materials are broken either has no URP asset set-up in their graphic settings, or the materials are somehow losing their references to either shaders or texture maps. The later could happen in a scenario like Kurt Dekker describes- if they pull certain files from the repo, but their project does not have the necessary meta files to reconcile the assets with their GUIDs. In Unity, every asset has a GUID that’s stored in a corresponding *.meta file.
Which means it can’t be a missing GUID. But do check your git setup anyway. You should be using GitHub’s .gitignore for Unity projects. Particularly if you do not exclude the Library folder from source control all sorts of issues can occur, and it’s definitely wasting space and slowing git operations.
Question is: does the scene view continue to show the pink materials while the game view works fine? Because URP has this live shader compilation where objects are usually light blue until the shader got compiled, which happens during playmode (unless you turn off that setting and force shader compilation up front when entering playmode). But like I said, those non-compiled materials should be light or pale blue, not magenta (RGB 255,0,255).
Oh and very importantly: both of you need to be using the exact same Unity version, down to the last (third) digit!