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    Upgrade to Entities Graphics version 1.0

    To upgrade to Entities Graphics package version 1.0, you need to do the following:

    • Remove usage of HLOD.
    • Replace runtime usage of RenderMesh with RenderMeshArray.
    • Replace usage of rendering settings in RenderMesh with rendering settings in RenderFilterSettings.
    • Replace Managed SharedComponent RenderMesh with unmanaged IComponentData RenderMeshUnmanaged for big performance gain while baking

    Remove HLOD

    HLOD is a feature created specifically for the MegaCity demo and has been removed from the 1.0 release of the Entities Graphics package. To upgrade Entities Graphics to 1.0, you must remove any usage of HLOD in your project.

    Replace runtime usage of RenderMesh with RenderMeshArray

    Previously, Entities Graphics used the RenderMesh shared component at runtime to create batches for rendering. Entities Graphics 1.0 replaces this with the RenderMeshArray shared component and the MaterialMeshInfo component.

    The RenderMesh component still exists as a convenient intermediate step during entity baking, but Entities Graphics ignores it at runtime. To upgrade Entities Graphics to 1.0, you must update any code that uses RenderMesh or the RenderMeshUtility.AddComponents APIs to use the new RenderMeshArray versions. For more information, refer to Runtime entity creation.

    Replace usage of rendering settings in RenderMesh with rendering settings in RenderFilterSettings

    Entities Graphics 1.0 moves many rendering settings from the RenderMesh shared component to the RenderFilterSettings shared component. This includes settings such as rendering layer settings, motion vector rendering settings, and shadow rendering settings. To upgrade Entities Graphics to 1.0, you must update any code that uses the settings in RenderMesh to use the settings in RenderFilterSettings.

    For a full list of changes and updates in this version, refer to the Entities Graphics package changelog.

    Replace Managed SharedComponent RenderMesh with unmanaged IComponentData RenderMeshUnmanaged for big performance gain while baking

    Added an unmanaged version of RenderMesh as a normal IComponentData. Similar to RenderMesh, when RenderMeshUnmanaged is added in a baker, it will ensure a mesh and material is correctly put into the baked RenderMeshArray. Note, the old RenderMesh component still works as a managed SharedComponent, as a baking system, RenderMeshToRenderMeshUnmanagedBakingSystem will make sure to turn it into the correct unmanaged version.

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