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eagle0/docs/URP_PROBE_PLAYBOOK.md

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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This playbook is historical reference for the disposable URP probe described in docs/URP_MIGRATION_PLAN.md.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:

# 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.