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    Universal Render Pipeline

    AR Foundation supports the Universal Render Pipeline (URP) versions 7.0.0 or later. See the URP Getting started page for more details on switching to URP.

    Note

    You can use either URP or the Built-in Render Pipeline with AR Foundation, but you should decide which render pipeline to use in your project before you start development.

    Configure URP for AR Foundation

    Create a Universal Render Pipeline Asset

    Note

    The steps for URP setup aren't specific to AR Foundation and are included to indicate how to convert an AR Foundation project with the Built-In Render Pipeline into a URP AR Foundation project. If you created your project from the URP Project Template or you already have a UniversalRenderPipelineAsset and Universal Renderer in your project, skip ahead to Configure your Universal Render Pipeline Asset.

    To create a UniversalRenderPipelineAsset and its corresponding Universal Renderer:

    1. In the project's Assets folder, create a new folder named Rendering.
    2. In the Rendering folder, create a Universal Renderer asset for URP: Right-click anywhere in the folder and select Create > Rendering > Universal Render Pipeline > URP Asset (with Universal Renderer) from the context menu. This creates two assets:
      • A UniversalRenderPipelineAsset
      • A UniversalRender

    Configure your Universal Render Pipeline Asset

    Note

    URP provides a pipeline conversion tool that builds a series of assets and pipelines to mimic the Built-in Render Pipeline. If you wish to use this tool you must either do it before assigning the ARBackgroundRenderFeature to a renderer or make sure you go back and set the proper UniversalRenderPipelineAsset as your project's Render Pipeline Asset.

    To configure your UniversalRenderPipelineAsset to work with AR Foundation:

    1. Locate your Universal Renderer asset. If you created your project from the URP Project Template or used the pipeline conversion tool, multiple URP/Renderer assets were created for you in the Settings folder in your project's Assets folder. Follow the next step for each Renderer asset.

    2. Select your Universal Renderer asset. In its Inspector, add an ARBackgroundRendererFeature to the list of Renderer Features. To use XR Simulation to test your application, set the Depth Priming Mode of your Renderer (located under the Rendering header) to Disabled. Adding an ARBackgroundRendererFeature

    3. (Optional) If your project uses the ARCore plugin with Vulkan Graphics API: Select your Universal Renderer asset. In its Inspector, add an ARCommandBufferSupportRendererFeature to the list of Renderer Features.

    Note

    If you created your project from the URP Project Template or used the pipeline conversion tool, your project has already been set up to switch between pipeline assets by configuring the Quality settings of your project. If you used these tools, the next step is optional.

    1. Access the Graphics settings (menu: Edit > Project Settings, then select Graphics), and select the UniversalRenderPipelineAsset in the Default Render Pipeline field. This URP asset will be used when you don't already have a pipeline asset assigned for the project's active Quality Level. Setting the Pipeline Asset
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