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I tried removing that conditional, but it didn't seem to have any effect. Quads don't seem to render in builds either for my main project (iOS build), or test project (Mac build).

Definitely understand 2021 is hot off the presses and there might not be much you can do at this point. I'd been holding out for point light shadows, but now that they're in, URP perf gains are just too much to pass up. Worst case, I can just rework things to avoid using quads until you're unblocked. Thanks for looking into it!

I really should be asleep - but I keep thinking about what could be causing this (even though this is a new version of Unity) Maybe... I'm guessing changing the canvas type from screenspace to worldspace doesn't make a difference?


In an extremely desperate scenario, I could write a script that automatically uses custom STM events to spawn new STM objects for characters that require additional materials, I think... Yeah, it should be doable, just not really favourable.

I'll keep thinking about what could be causing this, I'm not finding any issues related to CanvasRenderers and multiple materials on Google just yet, but 2021 iiiis pretty new. Hopefully this will be one of those issues that just solves itself, but I could file a bug report with Unity... I'm just not sure if this is my fault or Unity's just yet

Yes, that's correct, no change from switching between screen/world space. The original spot I noticed this was in world-space UI.