Search Unity

Resolved Camera.allowDynamicResolution readonly?

Discussion in 'High Definition Render Pipeline' started by sebas77, Jul 27, 2021.

  1. sebas77

    sebas77

    Joined:
    Nov 4, 2011
    Posts:
    1,643
    the aforementioned property is writeable, but in HDRP setting it to true won't have any effect. Please shed some light as this behaviour is confusing (and a bit upsetting)
     
  2. francescoc_unity

    francescoc_unity

    Unity Technologies

    Joined:
    Sep 19, 2018
    Posts:
    193
  3. sebas77

    sebas77

    Joined:
    Nov 4, 2011
    Posts:
    1,643
    sorry my post was not clear obviously. I meant to change it at run time via code.

    GetComponent<Camera>().allowDynamicResolution = value won't affect the value at all

    P.S.: the feature works for me, the problem is that I cannot switch the flag at run time, I am starting to think I am not supposed to do so.
     
  4. francescoc_unity

    francescoc_unity

    Unity Technologies

    Joined:
    Sep 19, 2018
    Posts:
    193
    Right, I am not 100% sure as memories are a bit faint, but there is a bit of a confusing situation as we have an entry on the Camera with the same name, but what HDRP uses is the field on the HDAdditionalCameraData called the same way allowDynamicResolution .

    Let me know if this help or I can try and look deeper into it later on.
     
    Last edited: Jul 27, 2021
    x1alphaz1 likes this.
  5. Just_Lukas

    Just_Lukas

    Joined:
    Feb 9, 2019
    Posts:
    34
    Using HDAdditionalCameraData works but what is it good for to have duplicate fields and confusing devs with them especially if some of them don't work at all?