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Feedback Post Process Volume feedback (2019.2)

Discussion in 'General Graphics' started by Awarisu, Aug 22, 2019.

  1. Awarisu

    Awarisu

    Joined:
    May 6, 2019
    Posts:
    215
    Imagine this setup: you have a single post-process volume in your scene, with a single post-process profile on it. You may even make this into a prefab (it's not a requirement though to get to this problem), instantiate it another scene as you continue developing, then do some tweaks to your volume in the second scene. You just changed your first scene as well.

    The UI is misleading, if you look at Post Process Volume (Script) in the Inspector most of the parameters are in a section called Overrides. You'd imagine those work similarly to how Prefab overrides work, and that's what you would get if interacting with most other components. However this one edits the Profile asset directly (instead of overriding it I might add). Both of them are called Overrides on the UI and there's nothing really to signify which tweaks go on your particular GameObject instance and which ones bypass it.
     
    HydralX and JBR-games like this.