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Instead of making us show the benchmarks, why don't you upload your project so we can learn how to configure urp in our project?
I am so fed up...
I have the same issue in Unity 2019.4.8f1,
Texture sheet animation:
Row Mode : Mesh Index
thanks ! its work.
Even a simple project with a sprite shows the difference, and it is clearly evident in the profiller, so I wonder why to complicate the problem?...
Set layer in pp setting is UI only.
just make it like 3d topdown setup.
i got 60 fps on mobile with bloom, vignette, and color grading, but with LWRP not URP, so dont blame PP.
Unfortunately, I couldn't stand it and gave up URP, 2d lighting, shader graph and new post processing. I come back to using LWRP and post...
Competition is part of the development, do not tell others what to do because you are nothing.
internal IEnumerable<GameObject> GetRoot()
URP consumes too much CPU, so even high end mobile will have problems.
Actually it's a reminder, you need to have competitors.
Feel like after UE5 launched, investors abandoned Unity, so they no longer have money to pay their employees to fix problems.
Project setup with 3 light point, 2 sprite renderer and one small tile map.
URP: Without Multithreaded rendering and Graphics Jobs, its 2x-40...
Im tested on Unity 2019.4 with LWRP:
Lastest LWRP with post processing (bloom + color + vv..) is x2 performance compared to URP, > 6x fps on...
Do you believe that ? I achieved> 60 fps on a mobile samsung s7 with LWRP and some 3d lights, and it works with tile map as well as sprite...
LWRP with post processing is x2 performance compared to URP, so maybe i will drop unity light2d. Why don't we have the independent 2D light package?