Forum Discussion
URP configuration is blocked by Mesh
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-msAug 19, 2024
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.