Migration from Built-in Render Pipeline to URP
This page contains statements regarding the beta version.
Starting with Cubism 5 SDK for Unity R5 beta3, the supported render pipeline will be changed from the Built-in Render Pipeline to the Universal Render Pipeline (URP).
As a result, projects that have been using the Built-in Render Pipeline will need to migrate to the URP.
For more information, refer to the following official Unity manuals: Manual: Using the Built-In Render Pipeline for the Built-in Render Pipeline and Manual: Using the Universal Render Pipeline for URP.
Please also refer to the official Unity manual Manual: Upgrading from the Built-In Render Pipeline to URP for the migration procedure from the Built-in Render Pipeline to URP.
Limitations and precautions associated with the migration
Support for Built-in Render Pipeline
The Built-in Render Pipeline that we have been using cannot be used with packages for the URP because these are not compatible with the Built-in Render Pipeline.
Instead, we will maintain the Cubism 5 SDK for Unity R4_1 and the Cubism SDK for Unity derived from it as versions compatible with the Built-in Render Pipeline.
Please note that there is no plan to support Cubism 5.3 or later features in these versions compatible with the Built-in Render Pipeline.
Support for the High Definition Render Pipeline (HDRP)
Projects that use HDRP cannot be used with packages for URP because these packages are not compatible with HDRP.
About HDR
When HDR Precision is set to 32-bit, the background will be all black and may not composite properly.
Setting HDR Precision to 64-bit will allow for normal drawing.
Please refer to the official Unity manuals, Manual: Universal Render Pipeline asset reference for URP and Manual: Display advanced properties in a URP Asset for details on settings.
To achieve the same level of expression as the Cubism Editor, HDR must be turned off and Color Space must be set to Gamma.
About masks
The mask mechanism will be changed to support URP.
Please refer to “Masks in URP” for more information.
About building
Since materials that use the blend mode are pre-generated in Shader Variants, build times may be significantly longer than before, depending on the environment used.
If there are materials or blend modes that are obviously not used, you can reduce the build time by setting the build to strip unnecessary materials.
How to migrate from R4_1
This explanation is based on a project that uses the Built-in Render Pipeline and imports the Cubism 5 SDK for Unity R4_1.
Package import procedure
Install the Universal Render Pipeline asset.

Then import the Cubism SDK for Unity, which supports URP, and perform one of the following steps.
When the Assets/Live2D/Cubism/Rendering/Masking folder is deleted
Delete the Assets/Live2D/Cubism/Rendering/Masking folder.
The following steps are then required.
- Delete the CubismMaskTexture asset.
- Delete the Assets/Live2D/Cubism/Samples/Masking folder.
- Delete the CubismMaskController component attached to a model prefab.
- Delete Assets/Live2D/Cubism/Editor/Inspectors/CubismMaskTextureInspector.cs.
- Delete Assets/Live2D/Cubism/Editor/Inspectors/CubismMaskControllerInspector.cs.
When the Assets/Live2D/Cubism/Rendering/Masking folder is not deleted
The following steps are required.
- Delete the CubismMaskController component attached to a model prefab.
- In Assets/Live2D/Cubism/Rendering/Masking/CubismMaskMaskedJunktion.cs, comment out or delete the sections of the code with the error saying that CubismRenderer.OnMaskPropertiesDidChange() is missing.

Then delete the Library folder and restart Unity.
If you do not delete the Library folder, re-import the model.
Settings after package import
Create a Universal Renderer Pipeline asset by selecting URP Asset (with Universal Renderer) from Create/Rendering in the context menu of the Project window.

Open Project Settings and set the Universal Renderer Pipeline asset you created to Project Settings/Graphics/Default Render Pipeline.

This will set the project’s render pipeline to URP.
Set CubismURPRenderer.asset to Rendering/Renderer List of the Universal Renderer Pipeline asset you created.

If set to Default, the Cubism model will be displayed in the scene view as well.
Make sure that Renderer for the camera in the scene where you want the Cubism model to appear is set to CubismURPRenderer.

Once the desired model is placed on the scene, the model is drawn.
