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Merge pull request #223774 from jloehr/UpdateUnityRenderPipelines
Remove URP setup step from Tutorial
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articles/remote-rendering/how-tos/unity/install-remote-rendering-unity-package.md

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@@ -35,8 +35,8 @@ To update your local package, just select a newer version from the Mixed Reality
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To install the Remote Rendering package manually, you need to:
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1. Download the package from the Mixed Reality Packages NPM feed at `https://pkgs.dev.azure.com/aipmr/MixedReality-Unity-Packages/_packaging/Unity-packages/npm/registry`.
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* You can either use [NPM](https://www.npmjs.com/get-npm) and run the following command to download the package to the current folder.
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1. Download the package from the Mixed Reality Packages npm feed at `https://pkgs.dev.azure.com/aipmr/MixedReality-Unity-Packages/_packaging/Unity-packages/npm/registry`.
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* You can either use [npm](https://www.npmjs.com/get-npm) and run the following command to download the package to the current folder.
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```cmd
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npm pack com.microsoft.azure.remote-rendering --registry https://pkgs.dev.azure.com/aipmr/MixedReality-Unity-Packages/_packaging/Unity-packages/npm/registry
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## Unity render pipelines
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Remote Rendering works with both the **:::no-loc text="Standard render pipeline":::** ("built-in render pipeline") and the **:::no-loc text="Universal render pipeline":::** ("URP"). For performance reasons, it's recommended to use the built-in render pipeline, unless there are strong reasons that require URP.
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To use the **:::no-loc text="Universal render pipeline":::**, its package has to be installed in Unity. The installation can either be done in Unity's **Package Manager** UI (package name **Universal RP**, version 7.3.1 or newer), or through the `Packages/manifest.json` file, as described in the [Unity project setup tutorial](../../tutorials/unity/view-remote-models/view-remote-models.md#include-the-azure-remote-rendering-and-openxr-packages).
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Supported Unity render pipelines are documented in this dedicated article: [Unity Render Pipelines](unity-render-pipelines.md)
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## Next steps
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* [Unity Render Pipelines](unity-render-pipelines.md)
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* [Unity game objects and components](objects-components.md)
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* [Tutorial: View Remote Models](../../tutorials/unity/view-remote-models/view-remote-models.md)

articles/remote-rendering/how-tos/unity/toc.yml

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- name: Install the Remote Rendering package for Unity
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href: install-remote-rendering-unity-package.md
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- name: Unity Render Pipelines
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href: unity-render-pipelines.md
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- name: Set up Remote Rendering for Unity
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href: unity-setup.md
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- name: Interact with Unity game objects and components
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---
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title: Unity Render Pipelines
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description: How to set up the Universal Render Pipeline for Remote Rendering
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author: jloehr
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ms.author: julianlohr
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ms.date: 01/12/2022
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ms.topic: how-to
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---
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# Unity Render Pipelines
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Remote Rendering works with both the **:::no-loc text="Standard render pipeline":::** ("built-in render pipeline") and the **:::no-loc text="Universal render pipeline":::** ("URP"). For performance reasons, it's recommended to use the built-in render pipeline, unless there are strong reasons that require URP.
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## Setup Universal Render Pipeline
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To use the **:::no-loc text="Universal render pipeline":::**, its package has to be installed in Unity, and the *HybridRenderingPipeline* asset must be added to the Graphics settings.
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1. Install the **Universal RP** package (version 7.3.1 or newer) using Unity's **Package Manager** UI, as described in the [Unity - Manual: Installing from a registry](https://docs.unity3d.com/Manual/upm-ui-install.html).
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1. Open *Edit > Project Settings...*
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1. Select **Graphics** from the left list menu
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1. Change the **Scriptable Rendering Pipeline** setting to *HybridRenderingPipeline*.\
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![Screenshot of the Unity Project Settings dialog. The Graphics entry is selected in the list on the left. The button to select a Universal Render Pipeline asset is highlighted.](./media/settings-graphics-render-pipeline.png)\
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Sometimes the UI doesn't populate the list of available pipeline types from the packages. If this issue occurs, the *HybridRenderingPipeline* asset must be dragged onto the field manually:\
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![Screenshot of the Unity asset browser and Project Settings dialog. The HybridRenderingPipeline asset is highlighted in the asset browser. An arrow points from the asset to the UniversalRenderPipelineAsset field in project settings.](./media/hybrid-rendering-pipeline.png)
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> [!NOTE]
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> If you're unable to drag and drop the *HybridRenderingPipeline* asset into the Render Pipeline Asset field (possibly because the field doesn't exist!), ensure your package configuration contains the `com.unity.render-pipelines.universal` package.
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## Next steps
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* [Install the Remote Rendering package for Unity](install-remote-rendering-unity-package.md)
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* [Unity game objects and components](objects-components.md)
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* [Tutorial: View Remote Models](../../tutorials/unity/view-remote-models/view-remote-models.md)

articles/remote-rendering/how-tos/unity/unity-setup.md

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## Next steps
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* [Unity Render Pipelines](unity-render-pipelines.md)
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* [Install the Remote Rendering package for Unity](install-remote-rendering-unity-package.md)
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* [Tutorial: Viewing remotely rendered models](../../tutorials/unity/view-remote-models/view-remote-models.md)

articles/remote-rendering/resources/troubleshoot.md

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![Unity render pipeline](./media/troubleshoot-unity-pipeline.png)
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To fix, make sure the provided _HybridRenderingPipeline_ asset is used:
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![Screenshot of the Unity asset browser and Project Settings dialog. The HybridRenderingPipeline asset is highlighted in the asset browser. An arrow points from the asset to the UniversalRenderPipelineAsset field in project settings.](./../tutorials/unity/view-remote-models/media/hybrid-rendering-pipeline.png)
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![Screenshot of the Unity asset browser and Project Settings dialog. The HybridRenderingPipeline asset is highlighted in the asset browser. An arrow points from the asset to the UniversalRenderPipelineAsset field in project settings.](./../how-tos/unity/media/hybrid-rendering-pipeline.png)
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..as described in more detail in the [Unity tutorial to set up the project](./../tutorials/unity/view-remote-models/view-remote-models.md#adjust-the-project-settings).
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..as described in more detail in the [Unity Render Pipelines](./../how-tos/unity/unity-render-pipelines.md#setup-universal-render-pipeline).
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## Checkerboard pattern is rendered after model loading
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articles/remote-rendering/tutorials/unity/view-remote-models/view-remote-models.md

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![Screenshot of the Unity Project Settings dialog. The Quality entry is selected in the list on the left. The context menu for the default quality level is opened on the right. The low entry is selected.](./media/settings-quality.png)
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1. Select **Graphics** from the left list menu
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1. Change the **Scriptable Rendering Pipeline** setting to *HybridRenderingPipeline*.\
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![Screenshot of the Unity Project Settings dialog. The Graphics entry is selected in the list on the left. The button to select a Universal Render Pipeline asset is highlighted.](./media/settings-graphics-render-pipeline.png)\
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Sometimes the UI does not populate the list of available pipeline types from the packages. If this occurs, the *HybridRenderingPipeline* asset must be dragged onto the field manually:\
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![Screenshot of the Unity asset browser and Project Settings dialog. The HybridRenderingPipeline asset is highlighted in the asset browser. An arrow points from the asset to the UniversalRenderPipelineAsset field in project settings.](./media/hybrid-rendering-pipeline.png)
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> [!NOTE]
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> If you're unable to drag and drop the *HybridRenderingPipeline* asset into the Render Pipeline Asset field (possibly because the field doesn't exist!), ensure your package configuration contains the `com.unity.render-pipelines.universal` package.
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> [!NOTE]
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> In the scope of this tutorial, we stick with the Unity built-in render pipeline. If you would like to use the Universal Render Pipeline, see [Unity Render Pipelines](../../../how-tos/unity/unity-render-pipelines.md) for additional setup steps.
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1. Select **XR Plugin Management** from the left list menu
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1. Click the **Install XR Plugin Management** button.

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