Don’t use this procedure to attempt to remove packages that you imported to your project, such as an Asset Store package that you downloaded and imported. Use this procedure to remove a package only if you added it to the current project by installing it, such as (but not limited to) Installing a feature set, Installing from a registry, and installing custom packages.Make sure you understand these important notes before you begin: For more information, including an illustrated comparison, see Show Dependencies. For example, the Show Dependencies setting is disabled by default, so packages that are installed as indirect dependencies don’t appear until you enable this setting. The package itself and all its functionality is still installed in your project, even though it might not appear in the In Project list context. If another installed package or an installed feature set depends on the package you are trying to remove, this procedure removes only the dependency from your project manifest.More info See in Glossary, see Dependency and resolution. For example, if your project depends on the package which in turn depends on the package, then your project has an direct dependency on Alembic and an indirect dependency on Timeline. For more information about direct and indirect dependencies An indirect, or transitive dependency occurs when your project requests a package which itself “depends on” another package. If there are no other packages or feature sets that have a dependency on this package, any Editor or run-time functionality that it implemented is no longer available in your project.The result of removing the direct dependency varies, based on the dependencies for the package you are removing: The Package Manager uses it to configure many things, including a list of dependencies for that project, as well as any package repository to query for packages. This file must be available in the /Packages directory. To create a direct dependency, you add that package and version to the dependencies property in your project manifest (expressed in the form More info See in Glossary from your project manifest Each Unity project has a project manifest, which acts as an entry point for the Package Manager. You could also represent points of interest (like quest objectives, for example) as sprites or add text labels to your minimap as world-space canvases.When you “remove” a package from your project, the Package Manager is actually removing the project’s direct dependency A direct dependency occurs when your project “requests” a specific package version. In the case of level geometry, that would mean a lower detail version of the regular mesh with your stylized shader material. Create the visual representation on the minimap in the "MinimapObject" child.Set the layer of those child-objects to "MinimapObject".Attach a child-object to every game object which is supposed to show up on the minimap.Configure the culling mask of your minimap camera to render only the "MinimapObject" layer.Configure the culling mask of your main camera to render everything except the "MinimapObject" layer.Create a new layer called "MinimapObject".But you would still render the whole scene twice, which could in the worst-case scenario cost you half of your FPS.Ī better solution would be to have two completely separate visual representations for each object which is supposed to show up on the minimap. When your project uses the standard render pipeline, then you can use a script on the minimap camera which sets a replacement shader.
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