In terms of 2D graphics (assuming you aim for 2D since you asked in this subforum) URP is better, performance depends a bit on the usecase, but in the meantime it is usually better too. Not sure about build time but I’d assume it’s similar. At least when you test your game in the editor, the rendering pipeline and the shaders are not recompiled unless changed.
The main reason to consider the Standard RP aka “built in” renderer is compatibility with a larger number of the slightly older effects and shader assets from the Asset store. There are some neat 2D shaders out there which go close or beyond URP Quality.
However look at Unity’s demo 2D URP scene :
https://assetstore.unity.com/packages/essentials/tutorial-projects/lost-crypt-2d-sample-project-158673
If the featureset there is enough for your plans, go with URP without hesitation
Did you, by any chance, confuse the Deferred rendering path with the Built-in Render Pipeline?
https://discussions.unity.com/t/731139
I mean… it’s no secret that the Built-in Render Pipeline is considered legacy (SRPs are the future going forward), but it will take several years until it’s getting deprecated/removed.
Ok, maybe was just my overall impression I got from following the SRP saga over many years, but I am sure I have seen once where you had graph chart explaining how to choose in between different render pipeline by Unity and it had indication that if you want to future proof, then go with the SRP path… I am trying to find out where I saw that, but my memory is fading.
However, it was always Unity’s intention to deprecate the builtin at some point. I think Unity wanted to deprecate the Builtin sooner but it was obvious that SRP (LWRP, URP, HDRP) was not ready to replace built-in so they are probably keeping it around longer than they have hoped for.
While I was doing this quick search, I found this comments from Unity,
Feedback Wanted: Scriptable Render Pipelines
page-5#post-3369161
And I am pretty sure, at some Unite event, they even had some session, or chart showing overall roadmap for their plan for builtin and SRP, I vaguely remember that they even had some number like version of Unity or year of some kind that they wanted to phase out the builtin.
I know they won’t just remove the builtin renderer anytime soon, but that was what I thought years ago, so what I was really saying in the beginning was that if I knew that bulitin was going to hang around for this long time, then I would have gone with it for my last project and my current one. My expectation for builtin deprecation was like within 4 years or so because I thought by that time, surly any rendering pipeline has to be “completed” enough and better to replace anything that was before. This is year 2022, when did SRP and push to LWRP and all this all started? I can’t even remember now, that’s how long that has been. So if bulitin is going to hang around for next another 5 years, then by all means I don’t mind. But that is very long time in my opinion for any transition of technology.
Well there’s no scenario where they remove Built-In for a long time, if ever and if they do, it will be probably available on LTS even longer, so while people should maybe decide on an SRP for future proofing, it will not work against them to begin a project on it today.
I don’t know why they would choose to - but it is still important to be factual on forums.
I believe the Built-in RP has already been deprecated, in the sense that it’s no longer a candidate for new features. Only critical bug fixes. I vaguely recall this being mentioned a few years ago on the forum by Unity staff. Without a quote, I guess that’s still conjecture
Things like the editor UI and terrain painting functionality are still using the built-in shader libraries. Perhaps light baking as well, to some extend.
Before it’s wiped from existence, I suppose we’d first see the Core RP package being embedded into the engine. Next to URP reaching full feature parity, which seems to be the main focus.
2D lights and shadows in URP seems to be selling point, next to Shader Graph. If anything, it’ll be more relevant in the years to come.
Yep, Unity will use analytics to determine that nobody is really using it then sunset to LTS and announce on blog. I suspect Unity is just waiting until they’re really quite sure projects are all going to URP and HDRP, and customers are happy about URP’s feature coverage.
I guess it would be about 3-5 years? Just guessing. They might announce deprecation on blog much sooner, probably 2023.1 or something with a view to eventual removal so people stop making new Built-in projects. Seems too premature at the moment.
They’d need lots of editor work done including warnings and so on. I don’t think a single person is going to be surprised at that point though.
Anyway the answer is still use URP, but only if you know how to keep your shader permutations down as recent versions have really exploded how long it takes to make a build.
If that’s a consideration in your project it should be tested often (at minimum weekly fresh builds, for the duration of the project starting from week one).
As it is 2D I think you may be in the clear but still test.