You can change some properties of the URP Asset at runtime with C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary. This can help fine tune performance on devices with hardware that doesn’t perfectly match any of the quality levels in your project.
Note: To change a property of the URP Asset with a C# script, the property must have a
set
method. For more information on these properties, refer to Universal Render Pipeline Asset API.
The following example uses the QualityControls script and QualityController object from the Change Quality Level section, and extends the functionality to locate the active URP Asset and change some of its properties to fit the performance level of the hardware.
Open the QualityControls script.
At the top of the script add using UnityEngine.Rendering
and using UnityEngine.Rendering.Universal
.
Add a method with the name ChangeAssetProperties
and the type void
to the QualityControls
class as shown below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class QualityController : MonoBehaviour
{
void Start()
{
// Select the appropriate Quality Level first
SwitchQualityLevel();
}
private void SwitchQualityLevel()
{
// Code from previous example
}
private void ChangeAssetProperties()
{
// New code is added to this method
}
}
Retrieve the active Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary Asset with GraphicsSettings.currentRenderPipeline
as shown below.
Note: You must use the
as
keyword to cast the Render Pipeline Asset as theUniversalRenderPipelineAsset
type for the script to work correctly.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class QualityController : MonoBehaviour
{
void Start()
{
// Select the appropriate Quality Level first
SwitchQualityLevel();
}
private void SwitchQualityLevel()
{
// Code from previous example
}
private void ChangeAssetProperties()
{
// Locate the current URP Asset
UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
// Do nothing if Unity can't locate the URP Asset
if (!data) return;
}
}
Add a switch
statement in the ChangeAssetProperties method to set the value of the URP Asset properties.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class QualityController : MonoBehaviour
{
void Start()
{
// Select the appropriate Quality Level first
SwitchQualityLevel();
}
private void SwitchQualityLevel()
{
// Code from previous example
}
private void ChangeAssetProperties()
{
// Locate the current URP Asset
UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
// Do nothing if Unity can't locate the URP Asset
if (!data) return;
// Change URP Asset settings based on the size of the device's graphics memory
switch (SystemInfo.graphicsMemorySize)
{
case <= 1024:
data.renderScale = 0.7f;
data.shadowDistance = 50.0f;
break;
case <= 3072:
data.renderScale = 0.9f;
data.shadowDistance = 150.0f;
break;
default:
data.renderScale = 0.7f;
data.shadowDistance = 25.0f;
break;
}
}
}
Add a call to the ChangeAssetProperties
method in the Start
method. This ensures that the URP Asset only changes when the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary first loads.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class QualityController : MonoBehaviour
{
void Start()
{
// Select the appropriate Quality Level first
SwitchQualityLevel();
// Fine tune performance with specific URP Asset properties
ChangeAssetProperties();
}
private void SwitchQualityLevel()
{
// Code from previous example
}
private void ChangeAssetProperties()
{
// Locate the current URP Asset
UniversalRenderPipelineAsset data = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
// Do nothing if Unity can't locate the URP Asset
if (!data) return;
// Change URP Asset settings based on the size of the device's graphics memory
switch (SystemInfo.graphicsMemorySize)
{
case <= 1024:
data.renderScale = 0.7f;
data.shadowDistance = 50.0f;
break;
case <= 3072:
data.renderScale = 0.9f;
data.shadowDistance = 150.0f;
break;
default:
data.renderScale = 0.7f;
data.shadowDistance = 25.0f;
break;
}
}
}
Now when this scene loads, Unity detects the system’s total graphics memory and sets the URP Asset properties accordingly.
You can use this method of changing particular URP Asset properties in conjunction with changing quality levels to fine tune the performance of your project for different systems without the need to create a quality level for every target hardware configuration.
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