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By Design
By Design in 6000.6.X
Votes
0
Found in
6000.3.14f1
6000.4.5f1
6000.5.0b6
6000.6.0a3
Issue ID
UUM-140843
Regression
No
Wrong assets are pinged when clicking on a AdaptivePerformanceScaler object referenced in Build Profiles and Adaptive Performance settings
Steps to reproduce:
- Open the "64ETs.zip" project
- Open Project Settings and Build Profiles windows
- Open the Project window
- In Project Settings click and/or expand: Adaptive Performance -> Basic -> Runtime settings -> Scaler Profiles -> Default Scaler Profile
## Click on the "TextureQualityScaler_UI" reference and observe
- In Build Profiles select the Windows Build profile -> expand Adaptive Performance Settings -> Runtime settings -> Scaler Profiles -> Default Scaler Profile
## Click on the "TextureQualityScaler_UI" reference and observe
Actual results:
- When pinged through the Project Settings window, the "Basic Provider Settings" are pinged instead
- When pinged through the Build Profiles window, the "Windows" Build Profile is pinged instead
Expected results: In both cases, the same "TextureQualityScaler_UI" asset is pinged
Reproducible with versions: 6000.3.14f1, 6000.4.5f1, 6000.5.0a5, 6000.5.0b6, 6000.6.0a3
Can’t test with versions: 5.1.6 (6000.0.73f1), 6000.5.0a1 (No Adaptice Performance Scaler)
Tested on (OS): Windows 11 Pro (25H2)
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Resolution Note:
Thank you for reporting a bug to Unity.
This behavior is by design as the objects are cloned instead of original copy. Please refer to this document here for details https://docs.unity3d.com/6000.3/Documentation/Manual/adaptive-performance/create-custom-scalers.html
Resolution Note (6000.6.X):
Thank you for reporting a bug to Unity.
This behavior is by design as the objects are cloned instead of original copy. Please refer to this document here for details https://docs.unity3d.com/6000.3/Documentation/Manual/adaptive-performance/create-custom-scalers.html