Search Issue Tracker
By Design
Votes
0
Found in [Package]
2.1.7
Issue ID
1196589
Regression
No
[Post Processing] Volume properties change on changing the properties in its preset asset and vice versa
Postprocessing Volume properties change on changing the properties in its preset asset and vice versa.
Steps to repro:
1. Create a new project.
2. Windows > Package Manager > Post Processing > Install.
3. Create a cube > Add Component > Post-process Volume.
4. Create a new Volume Profile > Add effects > Unity > Bloom
5. Create a preset for Post-process Volume.
6. Check all the properties checkbox and edit in Volume preset asset.
Actual Result:
Postprocessing Volume properties changes on changing the properties in Volume preset asset
Expected Result:
Postprocessing Volume properties should not be changed.
Tested in Package Version: 2.1.7, 2.1.6, 2.1.5, 2.1.4, 2.1.3, 2.1.2, 2.1.1, 2.1.0.
Reproducible on:
2020.1.0a12, 2019.3.0b10, 2018.2.0f2, 2018.1.0b5.
Environment:
Windows 10 & Mac 10.14.
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
- Frame Debugger's Hierarchy is not navigable when connecting it to the project built with the Volumetric Fog
- The number of SetPass Calls is increasing when attaching the Frame Debugger to the Player
- Scrollbar briefly appears in the Package Manager during installation process even when the package list is too short to require scrolling
- Script resets to use the previous Skybox color when saving the Scene changes
- [2D] Sprite Library Editor window throws NullReferenceException error when entering Play Mode with Game View maximised
Resolution Note:
This is expected and by design. Volume profiles are, like materials, assets on disk. So any modification made is part of the asset and as such will be reflected everywhere the asset is used.