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Add URP probe playbook (#7099)
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@@ -146,6 +146,9 @@ Prioritize:
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After the baseline and inventory exist, create a throwaway probe branch. This is not
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the migration branch.
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Use `docs/URP_PROBE_PLAYBOOK.md` for the branch structure, probe steps, expected
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risk areas, and findings template.
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Probe goals:
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- install URP
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@@ -0,0 +1,132 @@
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# URP Probe Playbook
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Last refreshed: 2026-06-11
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This playbook is for the disposable URP probe described in
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`docs/URP_MIGRATION_PLAN.md`. The probe is not the migration branch and should not
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be merged as-is. Its job is to answer what breaks when Unity's URP tooling is
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allowed to touch the project.
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## Goals
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- Install URP in an isolated branch.
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- Create the minimum URP pipeline/renderer assets needed to enter Play Mode.
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- Run Unity's Render Pipeline Converter.
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- Record compile errors, pink materials, broken shaders, and visual regressions.
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- Preserve findings in docs, then discard or reset the probe branch.
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## Branch Shape
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Use two branches:
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| Branch | Purpose | Mergeable |
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|---|---|---|
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| `codex/urp-probe` | Disposable package/settings/material conversion experiment | No |
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| `codex/urp-probe-findings` | Small docs-only summary copied from the probe | Yes |
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Do not open a PR from `codex/urp-probe` unless it is clearly marked draft and
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experimental. Prefer opening the PR from `codex/urp-probe-findings`.
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## Before Starting
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1. Confirm `origin/main` is fresh.
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2. Confirm the worktree is clean.
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3. Capture or review the baseline checklist in
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`docs/URP_VISUAL_BASELINE_CHECKLIST.md`.
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4. Generate a current inventory with
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`Eagle0 > Rendering > Generate URP Migration Inventory`.
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5. Keep the inventory output under Unity `Temp/`; do not commit generated reports
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unless they are intentionally summarized.
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## Probe Steps
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1. Create `codex/urp-probe` from `origin/main`.
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2. Add the Universal Render Pipeline package using Unity Package Manager.
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3. Create a minimal URP Pipeline Asset and Renderer Asset under a clearly named
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probe folder, such as `Assets/Settings/URPProbe/`.
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4. Assign the URP pipeline asset in:
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- `ProjectSettings/GraphicsSettings.asset`
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- `ProjectSettings/QualitySettings.asset`
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5. Run Unity's Render Pipeline Converter for materials.
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6. Enter Play Mode from `Assets/Scenes/Main.unity`.
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7. Exercise the baseline views:
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- Connection lobby
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- Eagle map
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- Eagle weather and beast effects
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- Shardok terrain, grid, labels, bridges, fires, overlays
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- Connection -> Eagle -> Shardok -> Eagle transitions
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8. Record the exact failure mode for every broken visual:
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- compile error
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- pink material
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- invisible mesh or sprite
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- wrong render order
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- lighting/shadow difference
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- input or scene-load regression
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## Expected High-Risk Areas
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- Eagle province map shaders:
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- `ProvinceMapShader`
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- `ProvinceWeatherMapShader`
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- `ProvinceWeatherShader`
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- `ProvinceParticleShader`
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- Shardok map and overlay shaders:
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- `Hex Mesh Shader`
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- `maskShader`
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- `ClipRectParticleUnlit`
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- Third-party 3D materials:
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- Polytope Studio character prefabs used by Eagle human-type beast effects
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- RRFreelance Orc/Ogre materials used by `OgreEffect`
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- Render ordering in Shardok:
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- unit text/icons versus fires
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- unit text/icons versus bridges
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- selection/command overlays versus labels
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## Findings Template
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Copy this template into the mergeable findings branch after the probe:
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```markdown
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# URP Probe Findings
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Date:
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Unity version:
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URP package version:
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Probe branch commit:
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## Summary
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- Entered Play Mode:
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- Connection usable:
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- Eagle usable:
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- Shardok usable:
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- Build attempted:
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## Converter Results
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- Materials converted:
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- Materials left pink:
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- Shader compile errors:
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## Visual Regressions
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| Area | Expected | Actual | Likely Cause | Next Action |
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|---|---|---|---|---|
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## Required Migration PRs
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1.
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2.
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3.
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## Notes
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-
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```
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## After The Probe
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1. Copy findings into a docs-only branch.
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2. Delete or abandon `codex/urp-probe`.
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3. Do not merge probe-generated package/settings/material churn into main until the
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findings have been reviewed and broken visuals have owner PRs.
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