Search Issue Tracker
Fixed
Votes
0
Found in
2021.2.14f1
2021.3
2022.1
2022.2
Issue ID
1419427
Regression
No
[HDRP] Visual Environment Background clouds setting doesn't change when changing via script
How to reproduce:
1. Open the user's attached "BrokenCloudTypeOverride" project
2. Enter the Play Mode in the "OutdoorsScene" Scene
3. Press the "2" key button on the keyboard to change the Visual Environment Background clouds to "Cloud Layer"
Expected result: Background clouds type changes to "Cloud Layer" and clouds become visible in the Scene
Actual result: Background cloud type changes, but visually nothing does
Reproducible with: 12.1.6 (2021.3.1f1), 13.1.8 (2022.1.0f1), 14.0.2 (2022.2.0a11)
Couldn't test with: 7.7.1 (2019.4.38f1), 10.8.1 (2020.3.33f1) (the project isn't compatible)
Note: When the Background clouds type is changed in the Inspector, the problem doesn't occur. However, if the type was changed via script, then the issue will reproduce even changing via Inspector afterward
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
The volume system in script doesn't work that way. You have to edit the parameter instead of creating a new instance.
Try changing the code in ChangeCloudType.cs to:
if (Input.GetKey(KeyCode.Alpha1))
{
visualEnv.cloudType.value = 0;
}
if (Input.GetKey(KeyCode.Alpha2))
{
visualEnv.cloudType.value = (int)CloudType.CloudLayer;
}
You can find documentation on how to edit volumes at runtime here https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Volumes-API.html