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Question by
VallesRandeles · Feb 16, 2020 at 06:52 PM ·
resolutionrendererdynamic
Dynamic Resolution using URP
I am trying to implement dynamic resolution by using this function, just as in all the examples out there.
ScalableBufferManager.ResizeBuffers(width_normalized, height_normalized);
The script is on the camera, and the camera is toggled as "allow dynamic resolution", but nothing happens. I don't know if it is because I'm using the Universal Render Pipeline.
I even hardcoded some little values for width and height, let's say (0.5,0.5) but nothing happens.
Comment
var rpAsset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
var urpAsset = (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset) rpAsset;
urpAsset.renderScale = newValue;
Thanks a lot for this, but is the render scale setting supposed to be used in this instance? I thought render scale was something different, that can be set independently of the dynamic resolution. For one, it works without checking the dynamic resolution checkbox on the camera component
Your answer
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