assets
(assets used in your scene)scene
(scene hiararchy)*.unitygenerated
(Unity generated metadata, name is same as the mxrus file you’re exporting)build_report.txt
(A prettified BuildReport of the AssetBundle exports)mxr_env_preview.jpg
(A preview of the environment seen from the user starting position and direction)Advanced/Non-Power of 2
that allows you to change the import resolution without making the changes to the original image file.
Original | Fixed |
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Universal Render Pipeline/Lit
, you might see the inspector correctly showing
albedo and normal in the new Lit
shader slots and alpha and waterMask not longer listed.
However, when you export your environment, you may still see the alpha and waterMask textures listed in the build report. The reason is that
the material is still referencing the old texture files, those texture slots are just not serialized, so you can’t see them in the inspector.
To solve this, change your inspector to Debug mode by pressing the ellipses button on the top right of the inspector panel and change from Normal
to Debug
Saved Properties/Tex Envs
. Expand all entries and find
any references to a texture you don’t need.
EnvironmentFile
would be made available in the runtime settings summary.
The EnvironmentFile class is defined as:
MXRManager.System.RuntimeSettingsSummary.customLauncherSettings.backgroundSettings.environmentFile
MXRManager.System.OnRuntimeSettingsSummaryChange
is fired every time runtime settings summary is updatedEnvironmentFile
class are:
id
can be used to uniquely identify an environment filepath
is the sub path inside the ManageXR directory where the mxrus file is locatedSceneLoader
class in mxrus-sdk allows you to load mxrus files at runtime. Using the Load
method, you can load the mxrus file into memory.
Here’s an example of a simple:
Unity toolbar > Edit > Rendering > Materials > Convert Selected Built-in Materials to URP
. Check if the material gets updated correctly. If not, resolve manually.