- ALINE version: 1.7.6
- Unity version: 6000.0.28f1
- Render pipeline: URP
The water asset “Crest” has a depth probe feature and as part of how it does its rendering process it iterates over all the Render Features on the current URP pipeline asset and removes them for its render before re-adding them.
This works fine for other things, but the DrawingManager.cs adds the AlineURPRenderPassFeature pass in code in BeginCameraRendering which causes errors when Crest tries to render it’s depth probe. I believe I’ve also seen this cause errors with some other packages when using Render Graph.
My workaround solution is to just comment out the “renderPassFeature.AddRenderPasses(renderer);” line in DrawingManager.cs and instead manually add the Render Feature to my URP asset. That way it still renders fine for Pathfinding gizmos but will be found and disabled by Crest when needed.
I’d suggest forcing the pass to be added in code like that is probably not the best solution and it might be best to just have it be added as a Render Feature normally. I think people are generally used to adding Render Features from asset store packages manually and you could include a helper info/button on the Astar component to add it too.