# URP Probe Playbook Last refreshed: 2026-06-14 This playbook is historical reference for the disposable URP probe described in `docs/URP_MIGRATION_PLAN.md`. The URP migration is complete; keep this only as a template for future risky render-pipeline experiments. A probe branch is not a production branch and should not be merged as-is. ## Goals - Use the already-installed URP package in an isolated branch. - Create the minimum URP pipeline/renderer assets needed to enter Play Mode. - Run Unity's Render Pipeline Converter. - Record compile errors, pink materials, broken shaders, and visual regressions. - Preserve findings in docs, then discard or reset the probe branch. ## Branch Shape Use two branches: | Branch | Purpose | Mergeable | |---|---|---| | `codex/urp-probe` | Disposable package/settings/material conversion experiment | No | | `codex/urp-probe-findings` | Small docs-only summary copied from the probe | Yes | Do not open a PR from `codex/urp-probe` unless it is clearly marked draft and experimental. Prefer opening the PR from `codex/urp-probe-findings`. ## Before Starting 1. Confirm `origin/main` is fresh. 2. Confirm the worktree is clean. 3. Capture or review the baseline checklist in `docs/URP_VISUAL_BASELINE_CHECKLIST.md`. 4. Generate a current inventory with `Eagle0 > Rendering > Generate URP Migration Inventory`. 5. Keep the inventory output under Unity `Temp/urp_migration/`; do not commit generated reports unless they are intentionally summarized. ## Probe Steps 1. Create `codex/urp-probe` from `origin/main`. 2. Confirm `com.unity.render-pipelines.universal` is installed in `Packages/manifest.json`. 3. If testing new pipeline settings, create alternate URP Pipeline/Renderer assets under a clearly named temporary folder. 4. Assign the alternate URP pipeline asset in: - `ProjectSettings/GraphicsSettings.asset` - `ProjectSettings/QualitySettings.asset` 5. Run Unity's Render Pipeline Converter only if the experiment intentionally tests material conversion. 6. Enter Play Mode from `Assets/Scenes/Main.unity`. 7. Exercise the baseline views: - Connection lobby - Eagle map - Eagle weather and beast effects - Shardok terrain, grid, labels, bridges, fires, overlays - Connection -> Eagle -> Shardok -> Eagle transitions 8. Record the exact failure mode for every broken visual: - compile error - pink material - invisible mesh or sprite - wrong render order - lighting/shadow difference - input or scene-load regression ## Expected High-Risk Areas - Eagle map rendering: - province colors, borders, and ocean animation - weather overlays and province particles - beast effects on the map and in notifications - Shardok map rendering: - terrain, bridges, fire overlays, and grid overlays - foreground UI/effect overlays - unit labels/icons over fires, bridges, and one-shot animations - Third-party 3D materials: - Polytope Studio character prefabs used by Eagle human-type beast effects - RRFreelance Orc/Ogre materials used by `OgreEffect` - Render ordering in Shardok: - unit text/icons versus fires - unit text/icons versus bridges - selection/command overlays versus labels ## Findings Template Copy this template into the mergeable findings branch after the probe: ```markdown # URP Probe Findings Date: Unity version: URP package version: Probe branch commit: ## Summary - Entered Play Mode: - Connection usable: - Eagle usable: - Shardok usable: - Build attempted: ## Converter Results - Materials converted: - Materials left pink: - Shader compile errors: ## Visual Regressions | Area | Expected | Actual | Likely Cause | Next Action | |---|---|---|---|---| ## Required Migration PRs 1. 2. 3. ## Notes - ``` ## After The Probe 1. Copy findings into a docs-only branch. 2. Delete or abandon `codex/urp-probe`. 3. Do not merge probe-generated package/settings/material churn into main until the findings have been reviewed and broken visuals have owner PRs.