APK - Doc - V1.7
  • Adventure Puzzle Kit v1.7: Introduction
  • ⭐Getting Started
    • Built-in Setup
    • URP Setup
    • HDRP Setup
  • Managers Explained
    • UI Manager
    • Disable Manager
    • Prompt Manager
  • 🏔️References
  • Setting Up Interactive Objects
  • URP Deferred Rendering?
  • Tag & Layer Reference
  • New FPSController
  • AKItem Explained
  • ⏭️Extending
    • Editor Scripts
    • System Inputs
    • Adding Audioclips
      • Audio Effect Volume
    • System Namespace
    • Adding a Trigger Event
    • Swapping Character Controllers
  • 🛡️System Breakdowns
    • Main Camera Components
    • AK Inventory Canvas
    • Keypad & Phone
    • Note & Letter
    • Door System
    • Themed Key
    • Generator
    • Gas Mask
    • Flashlight
    • Examine
    • Padlock
    • Chess
    • Lever
    • Valve
    • Fuse
    • Safe
  • ❓Support
    • FAQ
    • Examine Issues?
    • Post Processing Errors
    • Examine Text Missing?
    • Yellow Warnings?
    • Item Pickup Range
    • Animation Rotations
    • I can't see new fields / variables?
  • 🌀Development
    • Patch Notes - v1.7
    • Roadmap
  • 📧Contact Me
    • Contact Me
    • Request A Feature
    • My Other Assets
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  • Are you using Deferred Rendering in URP? (Camera stacking isn't available by default)
  • Step 1 - Duplicate the current Renderer
  • Step 2 - Configure the New Renderer to Use Forward Rendering
  • Step 3: Create a New URP Renderer Feature (Optional)
  • Step 4: Add the NEW renderer to the Pipeline Asset objects
  • Step 5: Assign the Renderer in the Examine Camera
  • Step 6: Confirm Main Camera Uses Deferred Rendering
  • Final Outcome:

URP Deferred Rendering?

Are you using Deferred Rendering in URP? (Camera stacking isn't available by default)

You will need to create a new URP renderer and set this to Forward Rendering - Specifically for the examine camera. The main camera will still use deferred rendering and allows the best of both worlds for best optimisation.

Step 1 - Duplicate the current Renderer

  1. Go to your URP asset in Project Settings > Graphics or in your URP pipeline asset.

  2. Locate your current ForwardRenderer.asset (or CustomRenderer.asset, etc.)

  3. Duplicate it (Right-click > Duplicate). Rename it to something like: ExamineCameraRenderer.asset

Step 2 - Configure the New Renderer to Use Forward Rendering

  1. Open your new ExamineCameraRenderer.asset

  2. In the Inspector, make sure that:

    1. Render Type is set to Forward (if applicable — URP does forward by default, but verify it's not set up in a way that uses custom deferred features).

    2. You can disable any unnecessary render features (e.g., SSAO or extra post-process layers) to optimize.

Step 3: Create a New URP Renderer Feature (Optional)

  1. If you use custom rendering effects (e.g., outline shaders, depth-based UI highlights), you may want to selectively add Renderer Features to this examine renderer without bloating it like the main one.

Step 4: Add the NEW renderer to the Pipeline Asset objects

  1. In my example the RPAsset is called PC_RPAsset

  2. Click on this and click the "+" icon on the renderer list

  3. Add the new ExamineCameraRenderer.asset to this list (As below)

Step 5: Assign the Renderer in the Examine Camera

  1. Select your Examine Camera in the hierarchy.

  2. Under its Camera Component > Rendering, change the Renderer dropdown to your new ExamineCameraRenderer.asset

  3. You may need to set the camera Render Type to Overlay again

Step 6: Confirm Main Camera Uses Deferred Rendering

  1. Select your Main Camera.

  2. Under Camera > Rendering, ensure:

    • Renderer is set to your Deferred-capable renderer.

    • Rendering Path in the pipeline is Deferred (in the URP Asset settings).

Final Outcome:

  • Your Main Camera will still render as deferred

  • The Examine Camera will now stack but render as a forward rendering camera

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Last updated 5 days ago