Search Issue Tracker
Won't Fix
Won't Fix in 2023.3.X
Votes
1
Found in
2022.3.7f1
2023.1.7f1
2023.2.0b3
2023.3.0a3
Issue ID
UUM-45235
Regression
Yes
HDROutputSettings.main.active stays "True" when calling RequestHDRModeChange to set it "False"
Reproduction steps:
1. Open the attached “Repro.zip” project
2. Open the “Assets/OutdoorsScene.unity” Scene
3. Enter the Play Mode
4. Press the left button once in the Game View
5. Observe the Console window
Expected result: “hdr False” is being printed in the Console
Actual result: “hdr False” is printed once and then reverts back to “hdr True”
Reproducible with: 2022.3.7f1, 2023.1.7f1, 2023.2.0b3
Not reproducible with: 2021.3.29f1
Reproducible on: Windows 10 Pro (22H2)
Note: Display with HDR available is required for reproduction
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
- URP Realtime reflection probes do not update when RenderProbe() is being called once per second
- Addressable terrain shader variants are stripped from the Player
- [iOS] Debug.Log() appears as <private> in Console app
- UI stays in the background when it is disabled in simulator
- A wrong log file is attached when project is launched with a "-logFile" command line argument
Resolution Note:
I've tested with the project provided for repro purposes but I found a problem in the code provided.
The code uses mouse.ispressed to trigger the setting change. mouse.ispressed is true for as long as the mouse button is held so depending on how slow one clicks it can set it to true and false repetitively. Changing it to mouse.wasClickedLastFrame resolves this issue.
Therefore the issue was caused by usage of the wrong event type and is not a bug.
Resolution Note (2023.3.X):
I've tested with the project provided for repro purposes but I found a problem in the code provided.
The code uses mouse.ispressed to trigger the setting change. mouse.ispressed is true for as long as the mouse button is held so depending on how slow one clicks it can set it to true and false repetitively. Changing it to mouse.wasClickedLastFrame resolves this issue.
Therefore the issue was caused by usage of the wrong event type and is not a bug.