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Mini Tank Mayhem›Events›Monthly Transmission Manifest (June 2025) - Improving The Visual
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Monthly Transmission Manifest (June 2025) - Improving The Visual

Mini Tank Mayhem · published 25 Jun 2025, 07:57 UTC

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This is the commander speaking!


Welcome to June devlog for Mini Tank Mayhem. First of all, thank you so much for playing Mini Tank Mayhem demo. We are very happy to hear your enthusiasts and feedback about our game. Due to popular demand, we decided to open the demo for new and veteran commanders!

In this devlog, our team worked on improving the visual of the game.Don’t forget to always check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving!

How It All Began

During the development of the demo, we encountered a limitation with Unity’s Built-in Render Pipeline. This limitation is coming from post-processing effects from Built-in Render Pipeline. To make Mini Tank Mayhem visual more vibrant and cleaner as we envisioned, we decided to switch Render Pipeline. As you can see, Unity has three main rendering pipelines: Built-in, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). However, what we did not anticipate was how each render pipeline uses its own shader system. In simple terms, our material shader from built-in won’t work either in URP or HDRP so we have to reworked the shaders.

Choosing Render Pipeline

Initially, we thought choosing a pipeline would be the easy part. HDRP is known for delivering high-end visuals but is demanding on performance — not ideal for our target audience. URP offered a good balance between quality and performance, so we opted for it. However, the transition came with its own set of challenges.

Initially, choosing the render pipeline would be the easy part because URP is the most logical answer. If you did not know, HDRP is known for delivering high-end visuals but is demanding on performance. URP on the other hand has a good balance between quality and performance, so we opted for it. However, the transition came with its own set of challenges.

Cleaning All The Mess

As expected, many of our 3D assets materials are missing due to shader incompatibilities. Restoring them took several weeks of shader fixes and material reassignments. To make matters things better (or worse), we ran into lighting issues with URP, which required backtracking to resolve. It became a cycle of fixing shaders, adjusting lighting, and ensuring everything looked right in the new pipeline. The results of these efforts can be seen below.

What do you think about the current visual? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.

  • Steam forums

  • YouTube

  • Twitter

  • Facebook

  • Instagram

  • Discord

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