要将 [代码]com.unity.render-pipelines.universal@14.0.9[代码] 改为本地文件引用并修改 [代码]CoreBlit.shader[代码],请按以下步骤操作: 步骤 1:复制 URP 包到项目本地找到 PackageCache 中的 URP 包:路径通常为:[代码]{项目路径}/Library/PackageCache/com.unity.render-pipelines.universal@14.0.9[代码]复制到本地 Packages 目录:在项目根目录创建 [代码]Packages[代码] 文件夹(如果不存在)。将 [代码]com.unity.render-pipelines.universal@14.0.9[代码] 复制到 [代码]Packages[代码] 目录下,重命名为更友好的名称(如 [代码]com.unity.render-pipelines.universal[代码])。步骤 2:修改 manifest.json打开 [代码]manifest.json[代码]:路径:[代码]{项目路径}/Packages/manifest.json[代码]修改依赖项:将原本的 URP 注册表引用(如 "com.unity.render-pipelines.universal": "14.0.9")替换为本地路径:json { "dependencies": { "com.unity.render-pipelines.universal": "file:./Packages/com.unity.render-pipelines.universal", // 其他依赖... } } 确保路径与实际复制的文件夹名称匹配。步骤 3:处理依赖项检查 URP 的依赖:URP 可能依赖 [代码]com.unity.render-pipelines.core[代码]。如果该包也在 [代码]PackageCache[代码] 中,需同样复制到本地并修改 [代码]manifest.json[代码]。示例修改后的依赖:json { "dependencies": { "com.unity.render-pipelines.core": "file:./Packages/com.unity.render-pipelines.core", "com.unity.render-pipelines.universal": "file:./Packages/com.unity.render-pipelines.universal", // 其他依赖... } } 步骤 4:修改 CoreBlit.shader找到并编辑文件:路径:[代码]{项目路径}/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CoreBlit.shader[代码]保存修改:直接编辑该文件并保存,Unity 会自动检测更改并重新编译。步骤 5:验证和测试重新打开 Unity 项目:Unity 会重新解析依赖,确保无报错。检查 URP 状态:在 [代码]Window > Package Manager[代码] 中,URP 应显示为 [代码]Local[代码] 来源。测试功能:运行项目,确保使用修改后的 [代码]CoreBlit.shader[代码] 的功能正常。 代码改为 Shader "Hidden/Universal/CoreBlit" { HLSLINCLUDE #pragma target 2.0 #pragma editor_sync_compilation #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY #pragma multi_compile _ BLIT_SINGLE_SLICE // Core.hlsl for XR dependencies #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" ENDHLSL SubShader { Tags{ "RenderPipeline" = "UniversalPipeline" } // 0: Nearest Pass { ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment FragNearest ENDHLSL } } Fallback Off } 按照楼主mojf的第二种方法解决了
Unity 转换微信小程序后打开报错?报错信息: plugin.js:93 RenderingCommandBuffer: shader Hidden/Universal/CoreBlit: invalid pass index 23 in DrawProcedural (env: Windows,mg,1.06.2401020; lib: 3.2.5) Unity 版本: 2022.3.20f1 测试场景: [图片] 转换设置: [图片] 微信开发者工具截图: [图片]
02-26同样啊urp渲染,看不到啊渲染的物体呀
Unity使用URP转为小游戏后,看不到urp渲染的物体?也勾选了Webgl2.0了,还是看不到
02-24我看了下,必须使用cdn,但是我资源小,首包资源就想放在小游戏包体内,不想使用cdn怎么办?
微信开发者工具导入unity打包的minigame文件夹,模拟器一直显示初始化中微信开发者工具导入unity打包的minigame文件夹,模拟器一直显示初始化中,[Deprecation] SharedArrayBuffer will require cross-origin isolation as of M92, around July 2021. See https://developer.chrome.com/blog/enabling-shared-array-buffer/ for more details. [system] WeChatLib: 3.2.5 (2024.3.20 23:36:58) Wechat Lib:3.2.5, 2024.3.20 23:36:58 [system] No. of subpackages: 2 [system] LazyCodeLoading: false unity-namespace.js? [sm]:158 game starting {renderer: "", isH5Plus: false, abi: "", brand: "devtools", model: "iPhone 6/7/8", …} plugin.js:93 [minigamefe mgp]: inited plugin.js:93 [PLUGIN LOG 15:32.19.605] 使用公共目录存储patch plugin.js:93 [PLUGIN WARN 15:32.19.618] [仅开发版/体验版生效]已开启最佳实践检测, 请前往github查阅说明文档: https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/Design/PerformanceMonitor.md value @ plugin.js:93 value @ plugin.js:93 t @ plugin.js:93 (anonymous) @ game.js? [sm]:153 Promise.then (async) (anonymous) @ game.js? [sm]:63 plugin.js:93 [PLUGIN LOG 15:32.19.836] 缓存文件数= 3 ,总文件大小= 102247 plugin.js:93 [PLUGIN LOG] systemInfo= {…} plugin.js:93 [PLUGIN LOG] check permission: coverview=true, gameTransfer=true, reportKeyValue=true plugin.js:93 [PLUGIN LOG 15:32.19.862] [coverview-loadImage] cost= 31 plugin.js:93 [PLUGIN LOG 15:32.19.909] [coverview-init] cost= 47 plugin.js:93 [PLUGIN LOG 15:32.20.321] 特性开关拉取超时,使用默认值 plugin.js:93 [PLUGIN LOG 15:32.20.326] 资源有缓存 plugin.js:93 [PLUGIN LOG 15:32.20.327] 插件信息: {pluginVersion: "1.2.54", unityVersion: "2022.3.2t11", loadDataPackageFromSubpackage: true, adSpaceType: 0, adType: 0, …} plugin.js:93 [PLUGIN LOG 15:32.20.330] 开始下载wasm代码包 plugin.js:93 [PLUGIN LOG 15:32.20.333] 通过小游戏分包加载资源 c6ebd1b0ccad692e.webgl.data.unityweb.bin.txt , 是否压缩= false plugin.js:93 [PLUGIN LOG 15:32.20.334] 从缓存加载首包资源 plugin.js:93 [PLUGIN WARN 15:32.20.340] 切换quotacontrol失败: {errMsg: "setFileSpaceStatistics:fail 开发者工具暂时不支持此 API 调试,请使用真机进行开发"} value @ plugin.js:93 fail @ plugin.js:93 plugin.js:93 [PLUGIN LOG 15:32.20.341] 使用主线程写文件 [worker] getNetworkType:fail not support [worker] getPermissionBytes:fail not support [worker] getSystemInfo:fail not support [worker] getABTestConfig:fail not support [worker] getABTestConfig:fail not support [worker] getPermissionBytes:fail not support [worker] getABTestConfig:fail not support [Deprecation] SharedArrayBuffer will require cross-origin isolation as of M92, around July 2021. See https://developer.chrome.com/blog/enabling-shared-array-buffer/ for more details. plugin.js:93 [PLUGIN TIME LOG 15:32.20.974] 下载wasm代码包: 644ms plugin.js:93 [PLUGIN LOG 15:32.20.983] start invoke UnityModule plugin.js:93 [PLUGIN LOG 15:32.20.984] invoke UnityModule for dotnet webgl.wasm.framework.unityweb.js:4 MONO_WASM: Failed to load config file ./blazor.boot.json [object Object] undefined Error: Failed to load config file ./blazor.boot.json [object Object] undefined at _callee27$ (http://127.0.0.1:36714/game/framework/webgl.wasm.framework.unityweb.js:1829:41) at s (http://127.0.0.1:36714/game/@babel/runtime/helpers/regeneratorRuntime.js:1:1588) at Generator.<anonymous> (http://127.0.0.1:36714/game/@babel/runtime/helpers/regeneratorRuntime.js:1:2925) at Generator.throw (http://127.0.0.1:36714/game/@babel/runtime/helpers/regeneratorRuntime.js:1:1951) at asyncGeneratorStep (http://127.0.0.1:36714/game/@babel/runtime/helpers/asyncToGenerator.js:1:906) at i (http://127.0.0.1:36714/game/@babel/runtime/helpers/asyncToGenerator.js:1:1178)(env: Windows,mg,1.06.2402040; lib: 3.2.5) u @ webgl.wasm.framework.unityweb.js:4 (anonymous) @ webgl.wasm.framework.unityweb.js:4 ke @ webgl.wasm.framework.unityweb.js:4 _callee27$ @ webgl.wasm.framework.unityweb.js:4 s @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 asyncGeneratorStep @ asyncToGenerator.js:1 i @ asyncToGenerator.js:1 Promise.then (async) asyncGeneratorStep @ asyncToGenerator.js:1 c @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 (anonymous) @ webgl.wasm.framework.unityweb.js:4 _callee30$ @ webgl.wasm.framework.unityweb.js:4 s @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 asyncGeneratorStep @ asyncToGenerator.js:1 c @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 _callee31$ @ webgl.wasm.framework.unityweb.js:4 s @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 (anonymous) @ regeneratorRuntime.js:1 asyncGeneratorStep @ asyncToGenerator.js:1 c @ asyncToGenerator.js:1 Promise.then (async) asyncGeneratorStep @ asyncToGenerator.js:1 c @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 (anonymous) @ asyncToGenerator.js:1 _Ne @ webgl.wasm.framework.unityweb.js:4 Ne @ webgl.wasm.framework.unityweb.js:4 unityFramework @ webgl.wasm.framework.unityweb.js:136 (anonymous) @ plugin.js:93 Promise.then (async) t.invokeLoadWasmCode @ plugin.js:93 t @ plugin.js:93 (anonymous) @ plugin.js:93 c @ plugin.js:93 value @ plugin.js:93 (anonymous) @ plugin.js:93 s @ plugin.js:68 (anonymous) @ plugin.js:68 (anonymous) @ plugin.js:68 o @ plugin.js:93 Promise.then (async) u @ plugin.js:93 (anonymous) @ plugin.js:93 wa @ plugin.js:93 (anonymous) @ plugin.js:93 Promise.then (async) (anonymous) @ plugin.js:93 s @ plugin.js:68 (anonymous) @ plugin.js:68 (anonymous) @ plugin.js:68 (anonymous) @ plugin.js:93 wa @ plugin.js:93 value @ plugin.js:93 (anonymous) @ game.js? [sm]:207 Promise.then (async) (anonymous) @ game.js? [sm]:63 plugin.js:93 [PLUGIN TIME LOG 15:32.20.995] 下载资源包: 660ms 6Error: Failed to load config file ./blazor.boot.json [object Object] undefined at _callee27$ (webgl.wasm.framework.unityweb.js:4) at s (regeneratorRuntime.js:1) at Generator.<anonymous> (regeneratorRuntime.js:1) at Generator.throw (regeneratorRuntime.js:1) at asyncGeneratorStep (asyncToGenerator.js:1) at i (asyncToGenerator.js:1)(env: Windows,mg,1.06.2402040; lib: 3.2.5) plugin.js:93 [PLUGIN LOG 15:32.21.010] data download size=1036551 6unity-namespace.js? [sm]:127 unhandledRejection: Error: Failed to load config file ./blazor.boot.json [object Object] undefined at _callee27$ (webgl.wasm.framework.unityweb.js:4) at s (regeneratorRuntime.js:1) at Generator.<anonymous> (regeneratorRuntime.js:1) at Generator.throw (regeneratorRuntime.js:1) at asyncGeneratorStep (asyncToGenerator.js:1) at i (asyncToGenerator.js:1)(env: Windows,mg,1.06.2402040; lib: 3.2.5) (anonymous) @ unity-namespace.js? [sm]:127 plugin.js:93 [PLUGIN TIME LOG 15:32.21.128] 读取资源文件: 129ms plugin.js:93 [PLUGIN LOG 15:32.21.139] [datapackage] content= 84,117,97,110,106,105,101,87,101,98,68,97,116,97,49,46,48,0,190,0,0,0,190,0,0,0,77,49,8,0,9,0,0,0,100,97,116,97,46,116,106,51,100,11,50,8,0,227,1,0,0,29,0,0,0,82,117,110,116,105,109,101,73,110 plugin.js:93 [PLUGIN LOG 15:32.21.140] data content size=1036551 plugin.js:93 [PLUGIN LOG 15:32.21.248] [coverview] start compile animation [worker] reportRealtimeAction:fail not support
2024-06-14我们这边也是,不过去掉ios高性能+,保留ios高性能后,紫色消失了
Unity转换微信小游戏iOS打开全屏为啥是紫色?我使用Unity2022.3.0和2022.3.5分别打包,使用的微信官方GitHub上最新的转化插件,在微信开发者工具中使用苹果14 pro max iOS:16.4扫码预览显示紫色安卓手机扫码正常iOS中也没有发现报错的日志,有没有大佬遇到过同样的问题? 我现在是降了Unity版本到2019.4.4打包出来iOS系统是可以正常预览的 [图片]
2024-03-20