Search Issue Tracker
By Design
Votes
0
Found in
2020.3.48f1
2021.3.25f1
2022.2.19f1
2023.1.0b16
2023.2.0a14
Issue ID
UUM-35338
Regression
No
Camera's Renderer is not updated when URP Asset is changed in the Graphics settings
How to reproduce:
1. Create a new project with URP (3D) Template
2. Open Edit>Project Settings...
3. Select Graphics
4. Change Scriptable Render Pipeline Settings to "URP-Performant"
5. Select "Main Camera" in the Hierarchy window
Expected results: Renderer in the Inspector window is "URP-Performant-Renderer"
Actual results: Renderer in the Inspector window is "URP-HighFidelity-Renderer"
Reproducible with: 2020.3.48f1, 2021.3.25f1, 2022.2.19f1, 2023.1.0b16, 2023.2.0a14
Reproducible on: Windows 10
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Resolution Note:
You are experiencing this because even though you change the asset in graphics settings, there's still an asset assigned in Quality Settings being used. The asset in Graphics settings is only used as a fallback when there's no asset assigned in Quality Settings. This is the difference you see in the projects as the 3D template has different quality assets for different quality settings levels and the other project doesn't.
In order to achieve what you are trying to do, you have to change the asset in the current assigned Quality Setting level.
There is plan to rework the UX around setting the render pipeline asset in Graphics Settings. so this workflow becomes less confusing.