For years, starting a Unity project meant picking a render pipeline before you'd written a line of code and living with that choice. That's changing. Join us for a casual hour as we chat about what a single render pipeline actually means for you. We'll get into why URP starts fast and stays fast, what's landing with Surface Cache GI, SSR and GTAO, and how Neural Texture Compression tackles the memory crunch every developer is feeling right now. We'll also get a look at the the Mecha Hangar demo that went from HDRP to URP and learn about what just worked, what needed rethinking, and what surprised our engineers!