Forum Discussion
URP configuration is blocked by Mesh
I cannot find any documentation about configuring URP for the Mesh project. Can you help me?
I have noticed that multiple URP assets are located in "\Library\PackageCache\com.microsoft.mesh.toolkit@5.2409.245\mesh.toolkit.uploader\Assets\URP\" folder. The problem is that most of the options in URP assets files are grayed out. Is there a way to enable them?
I have created my own URP configuration files and set the project to use them, but then I get an error when I try to run or build the scene.
The game object 'Global Volume' uses the component 'UnityEngine.Rendering.Volume' in Assembly 'Unity.RenderPipelines.Core.Runtime'. This component is not supported by Mesh runtime.
I want to enable some post-processes for the PC, which should not be a problem.
Modifying Quality levels or setting URP assets to my own resets them to default settings during the Build via the Mesh environments uploader. Is it intentional that you blocked the URP configuration?
5 Replies
- lukaszdudziakBrass Contributor
I want to raise the need to be able to configure the URP pipeline setting for our Unity environments. Not being able to change anything, including enabling antialiasing or shadows, is a huge problem for rich visual environments. One of the most important cases for Mesh is when it comes to presenting company assets. As an example, let's imagine that we are selling cars. We want to show our customers great-looking vehicles in a virtual showroom. One of the benefits of VR is that we can easily change our car's color, interior or additional accessories in real time. The problem is that not everything can be baked into the light maps. For example, if we want to be able to open doors, we need to display dynamic shadows as they are not static objects. Because shadows are, by default, disabled in all URP profiles, doors won't have any shadows and will differ from other objects with baked shadows. We can configure it in Unity, and it will look great there, but because of Mesh constraints, it resets during upload.
It is a straightforward example, but it applies to similar scenarios that showcase large machinery, conveyor belts, or any other product presentation. Because of this limitation, converting our VR product showcase apps to Mesh apps makes no sense, as it will look worse.
We are fully aware of the performance costs of dynamic shadows, but as it is our custom environment, we can control what devices will be used and enable them for more performant devices like PCs or Meta Quest 3.- sergit-ms
Microsoft
Thanks again for expanding on the issue lukaszdudziak. We understand this is an issue and I did raise with the appropriate folks on mesh and they will take a look at this. Will keep you posted if there are any news.
- sergit-ms
Microsoft
Thank you for raising this lukaszdudziak. This is the expected behaviour. We currently enforce URP assets and configurations to ensure your content looks as expected when playing it on Mesh.
With the current configurations, we do not support the addition of post-processing to any uploaded environment. But we take note of this desire of adding post-processing to your content.
- lukaszdudziakBrass Contributor
Thank you for the confirmation. Could you mention this in your documentation so that others don't waste their time building and deploying trying to configure URP?
The Mesh app has an option to modify visual quality. How does it work? Is it changing the URP profiles Low/Med/High, or does it do something else?
- CathyMoya
Microsoft
hi - I pinged the guy who owns our Toolkit docs and he's working on it. You can also use the Feedback section on the bottom of each doc page to file feedback that will go to the topic owner.