JMRSDK Development
v4.57
v4.57
  • Jio Mixed Reality SDK Documentation
    • Changelog
      • Upgrade Guide
    • Application Requirements
  • Device Information
    • JioGlass
    • JioDive
  • Supported Smartphones
  • Controller Specifications
    • Physical Controllers
    • External Gamepad
    • Virtual Controller
  • Getting Started
    • Development Platform
    • Setting Up Jio Mixed Reality Project in Unity
    • Video Tutorials
    • URP Support
      • Setting Up Your Project With URP
  • JMRSDK
    • JMRSDK Content
    • JMRMixedReality Prefab
    • System Dock
    • JMRRig
      • Local Rig
      • Setting Homepage (Quit functionality)
    • Webcast
  • Develop
    • Editor Emulator
    • JioGlass Controller Interactions
    • Cameras
    • Tesseract Mixed Reality UI Toolkits
    • In-app purchase
    • Examples
  • Interaction
    • Gaze Interaction
      • Gaze and Click
      • Gaze and Dwell
    • Interaction
      • Pointer Manager
        • Examples
      • Active Input Source
    • Interfaces
      • IFocusable
      • ISelectHandler
      • ISelectClickHandler
      • IBackHandler
      • IHomeHandler
      • IMenuHandler
      • IFn1Handler
      • IFn2Handler
      • ITouchHandler
      • ISwipeHandler
      • IManipulationHandler
    • Controller Input Actions
      • Touchpad - Touch
      • Touchpad - Swipe
      • Source Buttons
      • Manipulation
    • Actions
    • Device State
      • JioDive Device State
      • JioGlass Device State
      • Controller Device State
  • Tracking
    • Tracking
      • Coordinate System
    • Tracking Framework
      • TrackerManager Actions
        • Get Head Position
        • Get Head Rotation
        • Get Head Transform
      • TrackerManager Methods
        • Get Head Position
        • Get Head Rotation
        • Get Head Transform
    • Recenter
  • Building and Testing
    • Building to Target Device
      • Merging AndroidManifest
      • Performance Optimization
      • App optimization
    • Running your application
      • JioImmerse App For Jio Mixed Reality (JMR) Devices
      • Running the application
      • IPD Calibration
    • Licensing Journey In Android JioImmerse
    • Licensing Journey in iOS JioImmerse
  • Publish
    • Branding Guidelines
    • Signing your App
    • Publishing to Google Play Store
      • Play Store Upload Journey
    • Publishing to JioImmerse Developer Console
    • Publishing to Apple Store
    • iOS Deep linking
  • Capturing and Recording
    • Capture Videos and Screenshots
      • Capturing Screenshot/Videos using scrcpy
      • Capturing Screenshot/Videos using Vysor
  • Troubleshooting
    • FAQs - Develop
    • FAQs - Building to device
      • Gradle
      • FAQs - iOS
    • FAQs - Running and Publishing
    • Laser Point Not Visible
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On this page
  • Converting your project to use URP
  • Reverting Back to Built-In Render Pipeline
  1. Getting Started
  2. URP Support

Setting Up Your Project With URP

PreviousURP SupportNextJMRSDK Content

Last updated 4 months ago

Converting your project to use URP

  • Import the JMRSDK_URP.unitypackage

  • Install URP in your project using the following steps - Window -> Package Manager -> Universal RP

  • Upgrade materials in the current project to URP materials using the following steps - Navigate to Edit -> Render Pipeline -> Universal Render Pipeline -> Upgrade Project Materials to UniversalRP Materials

  • Create UniversalRenderPipeline Asset Right Click in the Asset Folder then Create -> Rendering -> Universal Render Pipeline -> Pipeline Asset (Forward Renderer)

  • Assign the pipeline asset you have created to the graphic settings. Edit -> Project Settings -> Graphics

  • Add BlitMaterialFetch script to the Left and Right Camera in JMRMixedReality prefab under JMRRig -> JMRRenderer -> Head. This script will be in the JMRSDK_URP_Extension folder which you will get after installing the JMRSDK_URP package.

  • Add the custom render features, CustomBlitFeature_L & CustomBlitFeature_R to your pipeline asset renderer. In this case, we have UniversalRenderPipelineAsset_Renderer.

  • Replace the Standard shader in JMRSDK>Core>Resources>Shader with the one from JMRSDK_URP_Extension folder.

Reverting Back to Built-In Render Pipeline

  • Remove the BlitMaterialFetch script from the Left & Right cameras which can be found under in JMRMixedReality prefab.

  • Delete the JMRSDK_URP_Extension folder.

  • From the package manager remove the UniversalRP package.

  • Re-Import the JMRSDK packages. This will revert the materials in JMRSDK which got converted to Universal Render Pipeline/Lit back to the built-in standard shader.

  • Convert all materials from URP to Built-In to make sure shaders are rendered correctly.