Render Pipelines
NWH Vehicle Physics 2 v14 declares Universal Render Pipeline (URP) 17.0.3 and ships its Base
Sample visuals for URP on Unity 6.
Universal Render Pipeline
Use the URP version resolved for the project's Unity version. Assign the URP Render Pipeline Asset in Project Settings > Graphics and in any Quality-level overrides used by the target Unity 6 Build Profile. No NWH scripting define is needed for the shipped URP configuration.
High Definition Render Pipeline
Vehicle Physics includes an HDRP-specific light-intensity path guarded by NWH_HDRP, plus an HDRP
Materials Sample.
- Back up or branch the project before changing render pipelines.
- Install and configure the HDRP version that matches the Unity Editor.
- Add
NWH_HDRPto Project Settings > Player > Scripting Define Symbols for every target that builds with HDRP. - In Package Manager, select NWH Vehicle Physics 2, import HDRP Materials Sample, and then
import its included
HDRP_Materials.unitypackage. - Convert or recreate any remaining project-owned materials with HDRP-compatible shaders and verify particle, light, and custom materials in every target Build Profile.
Use Unity's current material upgrade guidance for the conversion paths supported by that Editor version. The old HD Render Pipeline Wizard steps are not the current Unity 6 workflow.
Built-in Render Pipeline
Built-in rendering is a legacy, project-owned configuration. The current package still declares URP, its Base Sample is authored for URP, and Unity 6 does not provide the old documented URP to Built-in converter.
The vehicle runtime is not selected by a Built-in scripting define. If a project must use Built-in rendering, create Built-in-compatible copies of the required materials, shaders, particles, and scenes, and validate them independently. Keep package dependencies and assembly definitions intact; do not edit the package manifest as a render-pipeline workaround.