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[BUG] Change of URP asset do not work

Discussion in 'Universal Render Pipeline' started by Muchaszewski, Feb 10, 2021.

  1. Muchaszewski

    Muchaszewski

    Joined:
    Sep 23, 2015
    Posts:
    15
    Hi, I have encountered wierd an error with changing URPAsset (from script and editor).

    yyy.gif

    Reproduction steps:
    - Create a new Render Pipeline Asset
    - Create custom RendererData
    - Attach new default Renderer Pipeline Asset in editor settings
    (Notice no change)
    - Attach custom RendererData to your "main" renderer or replace the default one
    (Notice change)
    - Add more RendererDatas in your custom RendererAsset
    (Notice inability to change to new RendererDatas)

    See gif for more examples - generally, graphical settings change in editor setting do not work as intended, as it leaves the previous one.

    Unity 2020.1.17f1
    URP 8.3.1 as well as all versions to the latest possible preview for this unity version 9.0.0-preview.72

    Did anyone encounter this issue and know how to fix it?

    Unity restart does not help at all! Only clearing Library but if we want to change it back it does not work again...

    Note this change of current graphics do not work from code as well:

    Code (CSharp):
    1. var loaded = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>("Assets//UniversalRP_OcclusionDepth.asset");
    2. GraphicsSettings.renderPipelineAsset = loaded;
     
    Imaginerea likes this.
  2. tinto

    tinto

    Joined:
    May 5, 2013
    Posts:
    11
    Was this ever fixed? I'm having the exact same issue. No matter whether I'm dragging it via the Editor, or changing it in script, it's always staying with the original pipeline asset.

    Printing out the GraphicsSettings.renderPipelineAsset confirms that I have changed to another asset, but there is no visual change on screen (I set the RenderScale down to something really small on the one I'm changing to, so the change would be obvious).
     
  3. tinto

    tinto

    Joined:
    May 5, 2013
    Posts:
    11
    For future people's reference - the issue is that we shouldn't be changing it via GraphicsSettings.renderPipelineAsset anymore - it should be done via the QualitySettings (each Quality level can have its own renderPipelineAsset).

    I think this should be made clearer in the editor itself.
     
    Ugnaugh and dcmrobin like this.
  4. erikabar

    erikabar

    Unity Technologies

    Joined:
    Jan 26, 2017
    Posts:
    36
    hey! If you have URP Asset set in the Quality settings - it will override the one in Graphics settings. However, if you remove the URP asset from Quality settings, then you should be able to change URP asset in Graphics settings without any problems
    URP_Settings.gif
     
  5. tinto

    tinto

    Joined:
    May 5, 2013
    Posts:
    11
    Yeah, that's what I discovered. To save other people this confusion in future, it might be a good idea for the editor to show in the GraphicsSettings window that the value is being overridden by a setting in QualitySettings, as it's not very obvious right now (especially when working on a team, and someone else changed the QualitySettings to include one).

    Anyway, just a thought/suggestion.
     
  6. erikabar

    erikabar

    Unity Technologies

    Joined:
    Jan 26, 2017
    Posts:
    36
    thanks a lot for the feedback @tinto!:) We are actively working on a new solution for URP settings that might help avoid this confusion
     
  7. Electricpuppets

    Electricpuppets

    Joined:
    Apr 14, 2018
    Posts:
    4
    Will the TargetEye bring back the option for LeftEye and RightEye where now under URP in Camera its just Both or None?
     
  8. Electricpuppets

    Electricpuppets

    Joined:
    Apr 14, 2018
    Posts:
    4
    Also, switching pipeline assets seems to take 5-6 seconds, is there a state or event to check for while Unity is performing the switch action and or at least when finished?
     
  9. dcmrobin

    dcmrobin

    Joined:
    Feb 15, 2021
    Posts:
    7
    thanks so much! that really helped.
     
  10. rootlocus

    rootlocus

    Joined:
    Sep 16, 2015
    Posts:
    24
    Speaking from the year 2022. Spent many hours to finally found the right thing to google. thanks for the solution !!
     
  11. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    Can't you just like, put a note on graphics settings next to SRP asset that says something along the lines: "Note! Currently selected quality tier is set to override SRP asset set here" and have a link to that quality setting. Would leave out all guesswork on what is happening.

    I still see people getting confused by the current behavior on weekly basis and Unity putting these overrides by default on their templates surely doesn't help there.
     
    funkyCoty likes this.
  12. travelhawk

    travelhawk

    Joined:
    Jan 13, 2017
    Posts:
    22
    I found that also quite confusing. I was wondering why the performance is worse after upgrading from built-in to URP. The reason was that the Quality settings was set to Ultra and my change in the Graphic setting got overriden. Very confusing....
     
  13. TeddyGeorgeoff

    TeddyGeorgeoff

    Joined:
    Oct 21, 2012
    Posts:
    9
    Unity, please fix this for other people. Just a simple warning saying that its being overridden by the Quality project settings. I just spent so long (3+ hours) trying to figure out why in the world it was not changing pipeline assets when I changed it in the Graphics page!

    And judging by this thread many other people have too. It would take a simple 15 min to code this in the editor. @erikabar
     
  14. djarcas

    djarcas

    Joined:
    Nov 15, 2012
    Posts:
    234
    Just came across this thread in December 2022 - surely there's been more than enough time to fix this...
     
  15. Prosto_Lyubo

    Prosto_Lyubo

    Joined:
    Aug 15, 2013
    Posts:
    8
    Wow, thanks Tinto! I've been stuck on this for a long time.
    And Unity - forget about warnings just UPDATE THE DOCUMENTATION - it says to change it via graphic settings which obviously does not work.
     
  16. Jelmer123

    Jelmer123

    Joined:
    Feb 11, 2019
    Posts:
    237
    wow.... and that's why we user test :p I hope it's fixed in recent Unity versions (working on an older project in 2021.x ATM)