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How to send two different Pipeline versions to Unity Asset Store?

Discussion in 'Assets and Asset Store' started by AlexJunP, May 18, 2022.

  1. AlexJunP

    AlexJunP

    Joined:
    Mar 31, 2021
    Posts:
    9
    Hello guys,
    I have several assets published and would like to support Built-In and URP.
    Way I tried:
    >Upload the URP-compatible asset and check the URP compatibility box.
    >Wait for the package to be approved
    >Create a new draft
    >Send the package built-in compatible and check the box for built-in compatibility.

    I thought this would work, but the Built-In version overrides the URP.
    When I go to test in Unity, both in a project with URP and in a Built-In it downloads the Built-In version (Latest).
    I thought it would target the correct version but it doesn't.
    So how do I support both versions?
     

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  2. Mauri

    Mauri

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    Dec 9, 2010
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    2,658
  3. AlexJunP

    AlexJunP

    Joined:
    Mar 31, 2021
    Posts:
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    Thanks for the answer!
    So I should go into each project, select the folder and go to ''Export Package'', move all the unity packages to a new folder and then upload that folder to the asset store?
    I tried to export the package, but when I import it into the project it always imports the files, not in .unitypackage.
    I'm a little confused about the process, it would be really nice if you could offer me a step by step of what to do.
     
  4. nasos_333

    nasos_333

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    Hi, you export for example the URP version and include the unitypackage in the standard version, then upload that version and have a note to install the URP package for users.

    Just copy the file in the standard project, not open it.
     
  5. AlexJunP

    AlexJunP

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    Mar 31, 2021
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    Thanks for the help guys, this method worked.
    I was exporting the package to the desktop and then dragging it to unity and it always unzipped.
    Exporting directly to the destination folder as you mentioned, it worked.
     
  6. Conceptaart

    Conceptaart

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    Apr 6, 2018
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    I am confused, I am also having same problem. I want to publish a texture pack and want to support URP, HDRP and Built in. Right now my project is a URP project and I made a shader and in graph inspector I set ''Active Targets '' as Built in and URP. I don't see HDRP. I would like to support that too. Also in publish page there is forth one which is custom rt. should I check it or?
     
  7. nasos_333

    nasos_333

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    The real problem is there should have never ever been 3 pipelines, this is just lazy design to avoid the work needed for a unified scheme.

    And now we have to do all the work for something useless that should have never ever been that way for a million reasons, including the vast number of users Unity lost to the unified Unreal due to that choice.

    If you dont see HDRP, make sure the HDRP pipeline is installed in its latest version in the project.

    Custom RP cant possibly be supported by anything, as can be anything, so the custom RP support checkbox is a huge mystery :)
     
  8. Conceptaart

    Conceptaart

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    Oh I see and appreciate for the reply, I was trying to publish a texture pack, but It turns into a nightmare. I am digging internet for days but still didn't able find a solution. Unity team only says, wonderful, beautiful, colorful all sort of nice adjectives. But doesn't explain why all these things there and how to actually make a proper adaptation.

    Today I got a review result for my very first product says ''Your package doesn’t appear to be compatible with one or more of the specified render pipelines. Please make sure your project is fully compatible with the render pipelines that are specified, include alternative materials and other necessary content, or change your SRP compatibility field accordingly.''
    What I did?
    I prepared a template for myself and want to make a texture pack, I have a few more and want to use same template. Since they are texture packs, I really want to support all pipelines. I used a blank URP project named accordingly and prepared a demo PBR shader to actually present my textures in a demo scene. In the shader graph -graph intractor- there is a tab called ''Active Target'' I see only URP and In Build. But don't see HDRP. I really wish to find a way to make a project that support 3 pipelines.

    In the publish page I checked all boxes, I thought It will be smooth but no, now they're asking something that I don't even understand. I also would like to say, I am a veteran and worked for Epic for years. Just want to support unity too. But It already becomes nonsense for me.
     
  9. nasos_333

    nasos_333

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    Did you install the HDRP pipeline from the package manager ?

    If you started a URP project, the Built in pipeline and URP are available, so the graph present them as option, but HDPR is not by default, so wont appear.

    I think this is the issue. Should install the HDPR manually in the package manager and then try the Graph options again.
     
  10. Conceptaart

    Conceptaart

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    Oh so you mean there is a way to actually make a shader uses built in, urp and hdrp at the same time right? I apologize, I am new on these things.

    Yes, I started with a URP CORE project and then created a pbr shader for presentation. I dragged a plane to the scene and made some copy of that to present each material. As you mentioned already, I have In build and URP by default, but don't see HDRP. But I wish to have. I will try to add the package manually. But I don't know IF It's going to work.
     
  11. nasos_333

    nasos_333

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    It should
     
  12. Conceptaart

    Conceptaart

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    I added that hdrp in package manager and it seems working. Now I have a pbr shader that I made which supoort urp and built in (comes by default) and hdrp which comes with manual package adding. Thank you very much for your help. It really helped a lot:):):)