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Any way to use Visual Graph without URP?

Discussion in 'Visual Effect Graph' started by UserNobody, Sep 10, 2020.

  1. UserNobody

    UserNobody

    Joined:
    Oct 3, 2019
    Posts:
    144
    Hi,
    I know this might sound silly, but is there a way to use the Visual Graph with the Unity's Built-in Pipeline? Currently I'm working on a project and I have some crucial assets that I brought from the AssetStore that doesn't support Lightweight/URP... And I want to create lots o particles and the only way to do that is by using Visual Graph..

    Can someone give me some advice or is there absolutely nothing that I can do?
     
    Last edited: Sep 10, 2020
  2. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    569
    Have you tried? It used to work fine for unlit particles.
     
  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,364
    you mean it works in builtin? which version/srp dependency?
     
  4. knas01

    knas01

    Joined:
    Feb 24, 2018
    Posts:
    236
    I want to know this too. It would be great to be able to use GPU particles but since only a few assets I use support anything but default renderer there is no option for me to change. And I assume by how things look, it's the same for a lot of others too.
     
  5. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    569
    Not sure as I'm working from memory here. All of them as far as I know. Unless it's broken recently then it should still work.

    Wouldn't it be quicker to just try it and see if it works?