Search Issue Tracker
Fixed in 6000.0.20f1
Fixed in 6000.0.X, 7000.0.0a10, future release
Votes
0
Found in
6000.0.0b16
6000.1.0a7
Issue ID
UUM-70183
Regression
No
[Player Settings] [Common] [Rendering] - Sprite Batching Threshold should be changed per build profile and not globally
Steps to reproduce:
1. Open File > Build Profiles
2. Create a build profile and add a player settings to it (press Customize Player Settings)
3. Change Sprite Batching Threshold under Other Settings > Rendering
Actual results: When the sprite batching threshold is changed, it's also changing the Project Settings' player settings values.
Expected results: When the sprite batching threshold is changed, it shouldn't change the value globally.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment