# Building Your Project

## 1. Included Shaders&#x20;

When building projects that only use the runtime scripting API Unity will cull shaders that are not in use, so it's recommended to go to Project Settings > Graphics and add the default shaders used in the AW pipeline.&#x20;

* Standard (Metallic)
* &#x20;Standard (Specular)
* &#x20;Standard Transparent (Metallic)
* &#x20;Standard Transparent (Specular)

<figure><img src="https://588284853-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M_f9MEtTx5q1bKIGvl-%2Fuploads%2FciUGLYZSnhBjUBnqagje%2Fimage.png?alt=media&#x26;token=72e36563-9ee8-47bc-8f6f-69d545a09ae3" alt=""><figcaption><p>Add the newly created URP Asset to the Scriptable Render Pipeline Settings in the Project Settings panel.</p></figcaption></figure>

{% hint style="warning" %}
If there are not enough elements available then please increase the Size parameter to include the listed shaders. It is not recommended to change the existing shaders unless you have experience with this.
{% endhint %}

<figure><img src="https://588284853-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M_f9MEtTx5q1bKIGvl-%2Fuploads%2FaL0BiXzoPTsE7yyR8YhG%2Fimage.png?alt=media&#x26;token=df698cc4-ff6a-41eb-998a-ec59fdaa4961" alt=""><figcaption><p>Include the following shaders</p></figcaption></figure>

### 2. MacOS Microphone Permissions

Some platforms including mobile and MacOS require a Microphone Usage description for builds that include microphone usage, this will usually be shown to users in a popup format when requesting microphone access.&#x20;

To do this, navigate to **Project Settings > Player > Other Settings > Mac Configuration > Microphone Usage Description.**<br>

<figure><img src="https://588284853-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-M_f9MEtTx5q1bKIGvl-%2Fuploads%2Fz8sgMrrwWjRQxihQwXtA%2Fimage.png?alt=media&#x26;token=4f638375-ba7f-4e86-865a-79bf16ba3428" alt=""><figcaption><p>Example of a microphone usage description, you should tailor yours to the use case in your project. </p></figcaption></figure>
