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Bug Switching RenderPipelineAssets With different light mode Breaks pixel lights in Build (video)

Discussion in 'Graphics Experimental Previews' started by Extrys, May 24, 2021.

  1. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    345
    Hello i was making some Graphics settings for my game

    And currently i have 2 UniversalRenderPipelineAssets
    one is for low quallity whish is using Vertex lighting
    and the other one is for high quality, its using pixel lights and camera depth

    The Quality changes by default depending on the build target
    Quest uses low quality and pc uses high quality

    I have set the qualities in quality settings and each one refeers to a renderPipelineAsset

    In editor Works Perfect, but in build Pixel lights breaks

    Also another interesting thing that happens, is that if i set both (low and high quality) to use Pixel lights, then it doesnt breaks, but what i want is to being able to change the way the light behaves setting the renderer pipeline asset in run time

    Could someone explain me what im doing wrong? or if this is a bug, or a workarround?

     
  2. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    345
    No one knows about this problem? how people deal for changing the lighting mode in build?