whirligig_v5.578 Beta (experimental release) Change to URP for backend and more
Hi all,
I’m continuing to work on updates, and this beta release includes some major backend improvements. Whirligig has always used Unity’s built-in render engine, but it’s now been upgraded to the Universal Render Pipeline (URP). This was a major change under the hood, especially with how stereo eye rendering works in VR.
[h2]Render Engine Updated to URP[/h2]
This update should bring better performance and help future-proof the project. URP enables single pass rendering, which reduces VR overhead significantly. I’ve also spent time identifying and fixing bottlenecks, and overall, this version should feel much snappier and more responsive.
[h2]Video Render Path Switching Improved[/h2]
Previously, switching between video render paths meant reloading the level, which caused delays and occasional crashes. Now you can switch paths without restarting, making it a smoother and more stable experience.
[h2]General Updates[/h2]
[h2]WMR Headset Notes[/h2]
This build uses the latest Meta SDK. In the past, this has caused issues with WMR headsets. I haven’t been able to test this version with WMR yet, so if you encounter crashes on launch, please roll back to the previous version—it should still work fine.
[h2]Standalone Builds + Free Codes[/h2]
The Pico and Meta Quest versions have been updated on Itch.io and the Meta Store. I’m still offering free codes for anyone who wants to try Whirligig standalone. Just email me at [email protected] with your preferred store/platform, and I’ll send a code your way!
[h2]Final Thoughts[/h2]
If you try this beta release, I’d really like to hear your thoughts. Have you noticed a performance boost? Run into any issues? Have suggestions for future updates? Your feedback is always welcome and helps guide the development of Whirligig.
Until next time, happy watching!
Phil
I’m continuing to work on updates, and this beta release includes some major backend improvements. Whirligig has always used Unity’s built-in render engine, but it’s now been upgraded to the Universal Render Pipeline (URP). This was a major change under the hood, especially with how stereo eye rendering works in VR.
[h2]Render Engine Updated to URP[/h2]
This update should bring better performance and help future-proof the project. URP enables single pass rendering, which reduces VR overhead significantly. I’ve also spent time identifying and fixing bottlenecks, and overall, this version should feel much snappier and more responsive.
[h2]Video Render Path Switching Improved[/h2]
Previously, switching between video render paths meant reloading the level, which caused delays and occasional crashes. Now you can switch paths without restarting, making it a smoother and more stable experience.
[h2]General Updates[/h2]
- General performance optimisations.
[] Windows title bar updated to match the in-game UI.
[] Distance and screen size controls now allow the screen to be brought closer—great for passthrough viewing.
[] Updated to the latest versions of AVPro and Unity.
[] Improved error checking to reduce crash risks.
[h2]WMR Headset Notes[/h2]
This build uses the latest Meta SDK. In the past, this has caused issues with WMR headsets. I haven’t been able to test this version with WMR yet, so if you encounter crashes on launch, please roll back to the previous version—it should still work fine.
[h2]Standalone Builds + Free Codes[/h2]
The Pico and Meta Quest versions have been updated on Itch.io and the Meta Store. I’m still offering free codes for anyone who wants to try Whirligig standalone. Just email me at [email protected] with your preferred store/platform, and I’ll send a code your way!
[h2]Final Thoughts[/h2]
If you try this beta release, I’d really like to hear your thoughts. Have you noticed a performance boost? Run into any issues? Have suggestions for future updates? Your feedback is always welcome and helps guide the development of Whirligig.
Until next time, happy watching!
Phil