Differences from Cubism 5 SDK for Unity R4_1 and earlier

Updated: 01/08/2026

This page contains statements regarding the beta version.

In the Cubism 5 SDK for Unity R4_1 and earlier, drawing was performed using the Built-in Render Pipeline (BiRP).
The Cubism 5 SDK for Unity R5 beta 3 has changed to a drawing method using the Universal Render Pipeline (URP).

Differences from Cubism 5 SDK for Unity R4_1 and earlier

  • Compatible with Cubism 5.3 models
  • Migrated the render pipeline from BiRP to URP
  • Changed the mask drawing method to a high-definition method (high-definition mask method)
  • Added the ability to interrupt any process before or after the drawing process of a drawable object (drawing interrupt function)
  • Changed the draw order calculation when using SortByDepth to the original calculation of the Cubism SDK for Unity

Compatible with Cubism 5.3 models

Drawing with new features of Cubism 5.3, including advanced blend modes and offscreen drawing, is now available.

For more information on these features, see the Editor Manuals “Blend mode” and “Offscreen drawing.”
Also, please check “About load” in “SDK compatibility and limitations of Cubism 5.3 features” for performance tips.

Migrated the render pipeline from BiRP to URP

The Cubism 5 SDK for Unity R5 beta 3 migrated the render pipeline to URP to support Cubism 5.3’s advanced blend modes and offscreen drawing.

With this change, all Cubism models will be drawn using a custom render pass.

For more information on URP migration, please see “Migration from Built-in Render Pipeline to URP” or “Drawing with a custom render pass.”

Changed the mask drawing method to a high-definition method (high-definition mask method)

In the Cubism 5 SDK for Unity R4_1 and earlier, a method called “preprocessing method” was used to draw masks in advance.
The Cubism 5 SDK for Unity R5 beta 3 uses the “high-definition mask method” in which a mask is drawn just before the drawing process of a drawable object in all models.
Please refer to “Masks in URP” for more information.

Implemented the ability to interrupt any process before or after the drawing process of a drawable object (drawing interrupt function)

In the Cubism 5 SDK for Unity R4_1 and earlier, each object in the Cubism model was drawn entirely on the Unity render pass, and it was possible to control the draw order by coordinates if they were Unity objects.

In Cubism 5 SDK for Unity R5 beta 3, Cubism models are drawn on a custom render pass, so it is no longer possible to control the draw order, especially with transparent objects, by coordinates or MeshRenderer.sortingOrder.
As an alternative, we have added a function that is more flexible and allows for easier control of the draw order.
See “Drawing interrupt function” for details.

Changed the draw order calculation when using SortByDepth to the original calculation of the Cubism SDK for Unity

In the Cubism 5 SDK for Unity R4_1 and earlier, Cubism models were drawn on the Unity render pass.
Therefore, when using SortByDepth (draw order control using Z coordinates), the Z-axis coordinate of the game object in each ArtMesh was shifted to control the draw order.

In the Cubism 5 SDK for Unity R5 beta 3, Cubism models use a custom render pass for drawing.
As a result, each drawable object in the Cubism model cannot change its draw order simply by shifting its coordinates.
Therefore, a mechanism is implemented to determine the distance from the camera on the basis of the coordinates of each drawable object and the coordinates of the camera drawing the Cubism model, and to dynamically control the draw order.

As with Unity’s opaque objects, it is possible to control the draw order using depth information, as was the case in R4_1 and earlier.
Please refer to “Drawing interrupt function” if you wish to control the draw order with transparent objects or to draw at any timing during Cubism model drawing.

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