#Brg
1 messages · Page 1 of 1 (latest)
oh cool. Alright first off, all i'm gonna be honest that i'm totally blind on BRG,
which is why i'm trying to understand how it work or how to use it.
And someone from unity in the forum point me out to the script above, but obviously i'm getting error.
it told me that i have to use HDRP or URP to use BRG, but thing is i already did on HDRP
Now i'm totally wondering is there a working template or repo for BRG? I was wondering especially after Sebastien Tweet where he convert the Viking Scene into BRG
Thanks for offering btw
That test project is the code from Sebastian
You say you are getting an error
What error?
RenderBRG.cs(751,12): error CS1029: #error: '"You need either HDRP or URP package to use this script
Then your project is not set up to use either hdrp or urp
like i said above, i already on HDRP
Do you have a render pipeline asset assigned in the graphics settings ?
yes
Hmm ok the defines are for hdrp/urp 7.0.0 or newer what version are you on?
16.01
Well this is strange…
hence my confusion 😓
Try deleting those defines just to test what will happen.
But this is really strange the defines worked fine for me
On unity 2022.2 not sure what hdrp version im using
I have to sleep now but I will check in tomorrow
Hmmm
Can you try a fresh project on hdrp 16 and just put the defines in a script file
Like #if newer else error
If it errors there I think you have a bug report on your hands 
Oh btw, it work but there's a message
Converting 0 renderers...
UnityEngine.Debug:Log (object)
RenderBRG:Start () (at Assets/Scripts/RenderBRG.cs:792)
without defines just fyi
anything else do i need to do to make renderers using BRG?
oh i see, it looks for child renderers
Hey, Im back did you manage to get it working?
i think i got it to work, but the transform are all messed up
i'll send you a screenshot later, currently afk atm
So this is before play mode
and after play mode
somehow all mesh are scaled and rotated to a single point
also it seems material are incorrect too
so i guess in term of is it work. . . well kinda 😅
Interesting I had almost the exact same bug when I started my own imlplementation. This suggest that either the matrices are uploaded wrong, the metadata points to the wrong spot in the big gpu buffer or the draw commands indices are wack
How ever both the test script and the code from the gpudriven branch worked for me once I got them to compile
Do you get any errors at all ?
nope no error
Well I will have to test out the whole branch on my end. Too much can be wrong to debug like this.
appreciate it , no need to sweat it though, i know that it is experimental.
The thing is I specifically remember that code working for me mostly out of the box once I got all the scripts in.
ooh i see