Thank you! I was getting crazy on converting some materials that kept beeing pink, I didn't realize I had an extractor in the asset folder until the end of this video
I have Polygon Nature, Knights, and Dungeon packs imported, but am having trouble with the Nature pack. The other two asset packages look fine, but most of the Nature pack's assets are pink still. I get errors saying that there's no upgrader to convert the asset to the selected pipeline when trying to convert from built-in to URP.
After running the Render Pipeline converter, is there a quick way to verify that all the materials have been converted via a list, or does it it show which ones weren't converted in the console log?
Depending on the version of Unity, you may get a list that shows materials that had errors converting and you can check these manually. If not, another option would be to check the materials folder, you'll find out pretty quickly here if materials haven't been converted correctly. Feel free to reach out to support@syntystudios.com if you want any further assistance, and we'd be happy to help.
Hello, I'm trying to convert the Polygon Prototype package onto URP but I can't make the black grid appears on the objects anymore, and the colours look off. Do you have a way to do it?
Double check the material on one of the game objects, to make sure you still have the Grid material applied. If you're still having issues, send some screenshots to support@syntystudios.com and let me know what version of Unity you're using and I'd be happy to help.
Something weird I've noticed, when I don't use the URP template, and instead convert my existing project to URP, I don't see all the different renderer assets in my settings folder. Only when I use the template do I have the high fidelity renderer assets and other ones. Are they just located somewhere other than in the settings folder? I'm following another tutorial that requires me to find the high quality renderer asset and modify it, but I don't see it anywhere.
Using 2022.3.19, the option is still there under the Rendering menu. You won't see this option if you don't have a URP project so be sure to create your new project using the URP template, or importing Universal RP from the package manager.
i see an asset, the title of the asset is "POLYGON Battle Royale - Low Poly 3D Art by Synty", im new on game development and im not sure if the license allows me to use these assets on other kind of games also because the title says battle royale. if you can answer my question Thanks
Yes, you can use our assets to make any genre of game you wish. You can reach out to support@syntystudios.com if you have specific licensing questions. Our main limitations are around NFT/Metaverse based projects.
I'm trying to do this but the asset pack I downloaded has a bunch of custom shaders but no URP ExtractMe file. What do I do in this case? The asset pack I'm trying to use is emerald ai
The URP Extract Me files are how we distribute URP versions of our shaders in Synty Studios packs. Looking at Emerald AI, it notes it's not compatible with URP on the asset store. You'd need to manually convert the shaders to be compatible with URP in this instance.
It's a similar process for HDRP. But we don't supply HDRP versions of the shaders so you'll only be able to do this with packs that have no custom shaders.
Having some trouble here converting from standard to URP, followed the final step suggested, most things worked but some didn't and I get this error message: Shader error in 'SyntyStudios/TriplanarBasic': invalid subscript 'normalizedScreenSpaceUV' at line 556 (on d3d11) Compiling Vertex program with FOG_EXP2 _ADDITIONAL_LIGHTS Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING I don't understand enough about shaders yet to know what's going on, sounds like it's a problem with the shaders code?
Did you also run through the last step of extracting the URP Extract Me file in to your project? If you're still having issues, reach out to us at support@syntystudios.com and we'd be happy to help.
Hi Synty, thank you for the tutorial. I upgraded my Unity version and rerun the Rendering conversion, it worked fine. After adding a Loading Screen package the trees in my scene disappears. I have checked the Field Distance, but came to find that all the trees I have (Used the Synty Nature spawner for Gaia) was still in the scene, checking the shaders they were pink. I have removed the Loading Screen package, re-added Synty Nature Spawner, Gaia, Gena, Enviro 3, all the Synty Packages I have, reimported and also rerun the rendering conversion (Built-in to URP), but am not getting the shader working in URP. Some instances I am able to see the trees if I am nearly inside the mesh. Any ideas on what I can do? My game is far along and I stupidly made only a backup before I rendered and carved the terrain. The camera has not been changed, I am using the Starter Assets - Third Person. Re-added the prefab into the scene, and again checked the Field Distance, played around with it, but all seems fine.
There's a bit more work involved with Godot support. We've recently added Godot support for our Polygon City pack on the Synty Store and are looking to add additional file formats to our source files to better support Godot moving forward. We'll have more to share on that soon.
Your polygon nature pack contains a "URP_Extract_Me" package that seems to do everything automatically. Do I still need to do any of the steps described here? Does the auto-conversion of the mentioned package replace materials or create duplicate ones for URP?
It will replace them in the pack. It's generally advised to do both, usually in the same order as the video using the built in converter and then the URP Extract Me file. The main focus of the extract me file is to provide you with the URP shaders so it's good not to rely on just that to convert to URP. If there's a material that isn't included in the extract me file then that file wouldn't be converted - doing both would make sure everything is ready to use in URP. In saying that, the Extract Me file generally would get you up and running, the above is just to cover yourself.
@@syntystudios this comment finally helped me to solve "the pink issue". Could you please pin this comment on top, so other people may find it helpful?
The packs that don't include custom shaders should convert to HDRP with no issues using the standard conversion process. However any custom shaders currently only support Built-in and URP and would require some manual work to get running in HDRP.
ugh pls. emphasize the "Graphics"" tab when going to project settings - it's a bit too fast. rarely in Unity do we need to go so "low level" like this geezus thnks a million
It's always recommended to backup before making any big changes to a project. You can jump on our community Discord, this can be a great resource for helping troubleshoot issues like this www.discord.gg/syntystudios
Dam you guys doubled the prices on some items then 50% off like it's a deal the fantasy modular character was originally 75$ now it's 150 with 50% off lol
Only selected packs had price increases, and this was done in advance of the sale and is a permanent adjustment, to bring some of the older packs in to line with the rest of what we have on offer.
If i download it i just became this Errows :[Package Manager Window] EBUSY: resource busy or locked, open 'C:\Users\const\Documents\RitterGame\Ritter Game\Library\PackageCache\.tmp2556a1emxYxdG9lS\copy\Runtime\Passes\RenderObjectsPass.cs' UnityEditor.EditorApplication:Internal_CallUpdateFunctions () [Package Manager Window] Cannot perform upm operation: EBUSY: resource busy or locked, open 'C:\Users\const\Documents\RitterGame\Ritter Game\Library\PackageCache\.tmp2556a1emxYxdG9lS\copy\Runtime\Passes\RenderObjectsPass.cs' [NotFound]. UnityEditor.EditorApplication:Internal_CallUpdateFunctions () [Package Manager Window] Error adding package: com.unity.render-pipelines.universal@10.7.0. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
Fantastic instructions! So great that you are supporting your assets with video content as well
Thanks for the feedback, greatly appreciated.
got the problem - searched and found this tutorial - solved the problem. Nice and easy :) thank you! Great Work
Glad it helped!
Thank you! This made it so much clearer. I fixed my project, thank you!!
Thanks For The Tutorial, It Works For Me :D
Thank you! I was getting crazy on converting some materials that kept beeing pink, I didn't realize I had an extractor in the asset folder until the end of this video
The last step is what done did it for me. :)
Thanks!
Good to hear. Glad it helped you out.
straight to the point !
omg thanks so much. i followed another tutorial that told me to manually select all my materials and then convert them. i did now know it was so easy.
Glad the video helped :)
Thanks. Great support for your products.
thank you sooooooo much this fixed my problem with meta quest 2 controllers looking pink !
Happy to hear it helped.
Totally solved my issue. Thank you so much!!!!!!!!
Glad to hear it helped.
Thank you so much,love from China.🥰
Saved my life
Super helpful. Thanks!
Glad to hear it!
Bro thanks for saving me!
Thank you, You're an angel!
Glad to hear the video was useful.
I have Polygon Nature, Knights, and Dungeon packs imported, but am having trouble with the Nature pack. The other two asset packages look fine, but most of the Nature pack's assets are pink still. I get errors saying that there's no upgrader to convert the asset to the selected pipeline when trying to convert from built-in to URP.
I literally just saw a video of someone changing trees back to their normal materials, I just can't remember where... When I find it I'll update you
Be sure to follow the last step in the video, where we cover importing the URP Extract Me to get the custom shaders working with URP.
As always...real top drawer.lol😆
thank you
Tqsm
Thanks :D
start at 2:27 for the custom shaders stuff. I almost closed this video thinking the render converter was not working
Thanks for helping others out. We also have timestamps in the video that will let you jump straight to that part of the video
A bunch of materials from the biome asset just turn gray and don't work properly for me.
After running the Render Pipeline converter, is there a quick way to verify that all the materials have been converted via a list, or does it it show which ones weren't converted in the console log?
Depending on the version of Unity, you may get a list that shows materials that had errors converting and you can check these manually.
If not, another option would be to check the materials folder, you'll find out pretty quickly here if materials haven't been converted correctly.
Feel free to reach out to support@syntystudios.com if you want any further assistance, and we'd be happy to help.
Hello, I'm trying to convert the Polygon Prototype package onto URP but I can't make the black grid appears on the objects anymore, and the colours look off. Do you have a way to do it?
Double check the material on one of the game objects, to make sure you still have the Grid material applied. If you're still having issues, send some screenshots to support@syntystudios.com and let me know what version of Unity you're using and I'd be happy to help.
should i use convert built-in to 2D (URP) if im on a 2D project?
Yes :)
Something weird I've noticed, when I don't use the URP template, and instead convert my existing project to URP, I don't see all the different renderer assets in my settings folder. Only when I use the template do I have the high fidelity renderer assets and other ones. Are they just located somewhere other than in the settings folder? I'm following another tutorial that requires me to find the high quality renderer asset and modify it, but I don't see it anywhere.
What about the FX included with the bank heist?
If you're having issues with the FX while converting the pack to URP, reach out to support@syntystudios.com and we can take a look for you.
missing "MaskingFunction" shader function on project folder fail
I'd recommend jumping on our community Discord for additional support www.discord.gg/syntystudios
What about in 2022 version? There is no option under rendering now.
Using 2022.3.19, the option is still there under the Rendering menu. You won't see this option if you don't have a URP project so be sure to create your new project using the URP template, or importing Universal RP from the package manager.
i see an asset, the title of the asset is "POLYGON Battle Royale - Low Poly 3D Art by Synty", im new on game development and im not sure if the license allows me to use these assets on other kind of games also because the title says battle royale. if you can answer my question Thanks
Yes, you can use our assets to make any genre of game you wish. You can reach out to support@syntystudios.com if you have specific licensing questions. Our main limitations are around NFT/Metaverse based projects.
I'm trying to do this but the asset pack I downloaded has a bunch of custom shaders but no URP ExtractMe file. What do I do in this case? The asset pack I'm trying to use is emerald ai
The URP Extract Me files are how we distribute URP versions of our shaders in Synty Studios packs. Looking at Emerald AI, it notes it's not compatible with URP on the asset store. You'd need to manually convert the shaders to be compatible with URP in this instance.
Does this work on HDRP too?
It's a similar process for HDRP. But we don't supply HDRP versions of the shaders so you'll only be able to do this with packs that have no custom shaders.
Having some trouble here converting from standard to URP, followed the final step suggested, most things worked but some didn't and I get this error message:
Shader error in 'SyntyStudios/TriplanarBasic': invalid subscript 'normalizedScreenSpaceUV' at line 556 (on d3d11)
Compiling Vertex program with FOG_EXP2 _ADDITIONAL_LIGHTS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
I don't understand enough about shaders yet to know what's going on, sounds like it's a problem with the shaders code?
Reach out to support@syntystudios.com and I'd be happy to take a look at it for you.
i did exactly as you said step by step and it is still pink.
Did you also run through the last step of extracting the URP Extract Me file in to your project? If you're still having issues, reach out to us at support@syntystudios.com and we'd be happy to help.
Last step doesn't work for me, it just turns all the purple to completely invisible :( i'm on 2021.3.16f1
Reach out to support@syntystudios.com and we'd be happy to take a look
Hi Synty, thank you for the tutorial. I upgraded my Unity version and rerun the Rendering conversion, it worked fine. After adding a Loading Screen package the trees in my scene disappears. I have checked the Field Distance, but came to find that all the trees I have (Used the Synty Nature spawner for Gaia) was still in the scene, checking the shaders they were pink. I have removed the Loading Screen package, re-added Synty Nature Spawner, Gaia, Gena, Enviro 3, all the Synty Packages I have, reimported and also rerun the rendering conversion (Built-in to URP), but am not getting the shader working in URP. Some instances I am able to see the trees if I am nearly inside the mesh. Any ideas on what I can do? My game is far along and I stupidly made only a backup before I rendered and carved the terrain.
The camera has not been changed, I am using the Starter Assets - Third Person. Re-added the prefab into the scene, and again checked the Field Distance, played around with it, but all seems fine.
I'd recommend jumping on our community Discord and posting in Unity-Chat to help troubleshoot your issue. www.discord.gg/syntystudios
@@syntystudiosthank you so much
Is it possible to get this package working with godot?
There's a bit more work involved with Godot support. We've recently added Godot support for our Polygon City pack on the Synty Store and are looking to add additional file formats to our source files to better support Godot moving forward. We'll have more to share on that soon.
Your polygon nature pack contains a "URP_Extract_Me" package that seems to do everything automatically. Do I still need to do any of the steps described here? Does the auto-conversion of the mentioned package replace materials or create duplicate ones for URP?
It will replace them in the pack. It's generally advised to do both, usually in the same order as the video using the built in converter and then the URP Extract Me file. The main focus of the extract me file is to provide you with the URP shaders so it's good not to rely on just that to convert to URP. If there's a material that isn't included in the extract me file then that file wouldn't be converted - doing both would make sure everything is ready to use in URP.
In saying that, the Extract Me file generally would get you up and running, the above is just to cover yourself.
@@syntystudios thanks for clarifying.
@@syntystudios this comment finally helped me to solve "the pink issue". Could you please pin this comment on top, so other people may find it helpful?
Hey! Is it possible to use these with HDRP?
The packs that don't include custom shaders should convert to HDRP with no issues using the standard conversion process. However any custom shaders currently only support Built-in and URP and would require some manual work to get running in HDRP.
YOU NEED TO BECOME A PRESIDENT NOW
yea
ugh pls. emphasize the "Graphics"" tab when going to project settings - it's a bit too fast. rarely in Unity do we need to go so "low level" like this geezus thnks a million
Thanks for the feedback
ya i followed along now my game is completely broken... Freezing ect... Back Backup my god
It's always recommended to backup before making any big changes to a project. You can jump on our community Discord, this can be a great resource for helping troubleshoot issues like this www.discord.gg/syntystudios
agree with you. Hence my backup comment. @@syntystudios
so how to covert URP back to built-in?
no
There's generally no automated way to do this. You'd need to recreate the materials.
Dam you guys doubled the prices on some items then 50% off like it's a deal the fantasy modular character was originally 75$ now it's 150 with 50% off lol
Only selected packs had price increases, and this was done in advance of the sale and is a permanent adjustment, to bring some of the older packs in to line with the rest of what we have on offer.
tty
i found a site that publish all polygon models for free
Send through an email to support@syntystudios.com and we'll check it out. Cheers
If i download it i just became this Errows :[Package Manager Window] EBUSY: resource busy or locked, open 'C:\Users\const\Documents\RitterGame\Ritter Game\Library\PackageCache\.tmp2556a1emxYxdG9lS\copy\Runtime\Passes\RenderObjectsPass.cs'
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
[Package Manager Window] Cannot perform upm operation: EBUSY: resource busy or locked, open 'C:\Users\const\Documents\RitterGame\Ritter Game\Library\PackageCache\.tmp2556a1emxYxdG9lS\copy\Runtime\Passes\RenderObjectsPass.cs' [NotFound].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
[Package Manager Window] Error adding package: com.unity.render-pipelines.universal@10.7.0.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
Reach out to us at support@syntystudios.com if you need any further assistance. Cheers.