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LWRP Package really needs to be linked with XR and Physics

Discussion in 'Graphics Experimental Previews' started by Uli_Okm, Apr 8, 2019.

  1. Uli_Okm

    Uli_Okm

    Joined:
    Jul 10, 2012
    Posts:
    95
    Hello, I'am trying to setup the most lighweight builtin and custom packages into my Unity project, as my build target is WebGL.
    But when I enable the LWRP package, I'am obligated to also enable VR, AR and Physics packages.
    Is this really the way it is meant to be? Are Unity devs looking at this, or maybe I should report as a bug?

    Thanks
     
  2. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    I was just noticing the same thing. Currently, the LWRP doesn't seem to be very "light weight" in terms of dependencies. There are also some references to the post processing stack, which I definitely don't need.

    I'd like to keep my project free of unnecessary dependencies, to keep WebGL and mobile build sizes low. I was looking into LWRP to get the most performant way to render unlit sprites without unnecessary overhead.
     
  3. Uli_Okm

    Uli_Okm

    Joined:
    Jul 10, 2012
    Posts:
    95
  4. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    Thanks, thats useful, I‘ll have a look.