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Tiny Render Pipeline

Discussion in 'Project Tiny' started by JakHussain, Dec 20, 2019.

  1. JakHussain

    JakHussain

    Joined:
    Oct 20, 2016
    Posts:
    318
    We want to build small games but the render pipeline packages are pretty substantial in size. Will project tiny adopt the scriptable render pipeline for the sake of having the performant rendering along with shader graph and vfx graph or will the whole thing be ditched for a smaller, bespoke and non scriptable render pipeline specially made for tiny?
     
  2. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    Hi
    The Unity.Tiny.Rendering package is very much work in progress like many other packages composing Project Tiny, so current size isn't representative of what we plan to deliver. We can't share precise numbers at the moment, as the line for trade-off between feature richness/ performance/ size hasn't been locked. Our goal is really to give you granular control of features you want to include.
    For more details on the larger rendering plans, stay tuned, we will share more details in Q1 2020.
    JC
     
  3. v_vuk

    v_vuk

    Unity Technologies

    Joined:
    Jul 11, 2017
    Posts:
    36
    The render pipeline packages themselves are only used for in-editor preview, or for building with classic Unity/DOTS Hybrid. There is a separate pure DOTS-focused runtime rendering package used with DOTS Runtime/Tiny builds; the download/package size is not indicative of what your final result will be.
     
    cultureulterior likes this.
  4. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    2,129
    Currently the graphics result of real build does not match graphics result of editor. Is that the plan will be try to make graphics result of URP to match with graphics result of the DOTS-focused runtime rendering package?