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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This playbook is historical reference for the disposable URP probe described in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
- Confirm
origin/mainis fresh. - Confirm the worktree is clean.
- Capture or review the baseline checklist in
docs/URP_VISUAL_BASELINE_CHECKLIST.md. - Generate a current inventory with
Eagle0 > Rendering > Generate URP Migration Inventory. - Keep the inventory output under Unity
Temp/urp_migration/; do not commit generated reports unless they are intentionally summarized.
Probe Steps
- Create
codex/urp-probefromorigin/main. - Confirm
com.unity.render-pipelines.universalis installed inPackages/manifest.json. - If testing new pipeline settings, create alternate URP Pipeline/Renderer assets under a clearly named temporary folder.
- Assign the alternate URP pipeline asset in:
ProjectSettings/GraphicsSettings.assetProjectSettings/QualitySettings.asset
- Run Unity's Render Pipeline Converter only if the experiment intentionally tests material conversion.
- Enter Play Mode from
Assets/Scenes/Main.unity. - 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
- 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
- Copy findings into a docs-only branch.
- Delete or abandon
codex/urp-probe. - Do not merge probe-generated package/settings/material churn into main until the findings have been reviewed and broken visuals have owner PRs.