I finally completed a working alpha build of all my game’s mechanics.
Does URP offer any advantages vs 3D in the final product? I’m reading that URP has more editing options and it’s something I would be interested in for polishing it up to Beta (especially with that cross-platform support) but only if it doesn’t offer any excessive tedium to do the same things performed in 3D.
Could someone give me an ELI5 / layman comparison about the pros and cons of URP vs 3D Editor?
URP can both be used in 2D and 3D projects, so I don’t really understand the question.
Do you mean to ask about the comparisons between URP and the built-in render pipeline?
Note: The regular 2D and 3D are using the built-in renderer. A renderer in layman’s terms, “draws” the art on your screen.
URP is going to replace the 2D and 3D built-in renderers since URP can do 2D and 3D, and it is faster. Also, URP can offer better graphics than the built-in renderers. So basically:
Built-in-Renderers (Default 2D and 3D):
Fine Performance
Decent Graphics
URP (Going to replace built-in renderers later on):
Great Performance
Good Graphics
HDRP (Only use for targeting high-end platforms, like high-end PCs, and Consoles. Capable of Great Graphics):
There are certainly cons to URP. Most of the content on the Asset Store was made for the built in pipeline, and may not work with URP.
If you like to fill your game with point lights for nighttime scenes or flashy explosion effects, you’ll want to use deferred rendering. Unity originally said deferred rendering was coming to URP in 2019.3, but now the FAQ page doesn’t have any ETA for it. So it is probably coming in the same release DX12 support is rock solid stable
I prefer Standard 3d! While I like both URP and HDRP, I find Standard RP has more to it and was the most stable version so far. I’m constantly having issues with HDRP breaking something every version but URP seems more stable in that regard, only that it’s way too limited, so for now, Standard 3d is my choice.
URP is best overall pipeline in Unity for general purpose. It has moved beyond builtin (for example vulkan + spacewarp on Quest 2 among other enhancements).
I don’t have any interest in buiiltin which for me is a dead tech that won’t get anything new.
It will help if you mention what versions of Unity you’re using as the answer will change because of that. For example deferred is in URP now, along with native decals, native lensflares and so on. There is also forward+ coming soon and cached shadowmaps.
I do recommend URP as it keeps improving and I do so to most of my clients nowadays. I know Built-in is old and not getting anything new anymore but from an art and asset development standpoint I still use build-in because it’s more accessible to me at times and I have so many graphical tools available from Github and the store already. I’m not making games thou but people that do should not overlook URP, it’s pretty fast. I would love to make HDRP my main pipeline but when it comes to shaders, things always break in new versions, and Asset store devs are fairly behind developing for HDRP, hence I’m relying on build-in for now. I have to appreciate the fact built-in was left as an option, I will eventually move away from built-in.