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Question by Khaledelashry · Nov 27, 2014 at 05:02 PM · unity 5bug

"Edit>Scene render setting" menu missing in unity 5

Hi I just updated ti unity 5 , I was trying to acess the render setting menu but i couldn't find it in the edit menu any idea why

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avatar image faraz · Apr 17, 2015 at 11:44 AM 2
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clear answer:
http://answers.unity3d.com/questions/949154/unity-5-render-settings-please-help.html#answer-949163

avatar image GrayDwarf · May 07, 2015 at 02:08 AM 1
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Not a beta issue since it's still missing. The Space Shooter demo references the wrong location now. Not easy to find for new users. Requires a forum search.

avatar image vexe · May 28, 2015 at 02:11 AM 2
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@Harshad$$anonymous$$ I don't see how this question is off-topic :)

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Answer by KillMobil · Feb 14, 2015 at 09:11 PM

The Render Settings logic has changed a bit. To find the settings you will need to go to "Windows | Lighting" and go to the Scene tab, There you will find the Ambient & Fog settings as well as some new features.

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avatar image vexe · Jun 06, 2015 at 03:02 AM 0
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Answer moved from comment. Sad it lost its 6 upvotes when converting for some reason (probably a bug), oh well it's UA.

avatar image Kazekage · Jul 14, 2015 at 10:02 AM 0
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On the space shooter video, they should add a note, like they've done in other videos, saying where it is now. Thanks for this.

avatar image baqianmi · Jul 30, 2015 at 03:26 AM 0
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When I want to control fog in a C# script,for example,RenderSettings.fog=true;
now,how to change,plese!!

avatar image KillMobil · Jul 30, 2015 at 01:10 PM 0
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Did you have a problem? i think you can still access it the same way. Check documentation links below and the following answer! RenderSettings RenderSettings.fog

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Answer by TheHandHunter · Nov 28, 2014 at 11:13 AM

Same here, might have been the latest update, using beta 14?

Made a ugly temporary fix for you and anyone else who needs it, me included. Sorry for it being as long as it is, but it works.

Add to "Assets/Editor/MyRenderSettings.cs"

 using UnityEngine;
 using UnityEngine.Rendering;
 using UnityEditor;
 
 [InitializeOnLoad]
 public class MyRenderSettings : EditorWindow
 {
     [MenuItem("Window/Render Settings Temp Fix")]
     static void Init()
     {
         MyRenderSettings renderSettings = (MyRenderSettings)EditorWindow.GetWindow(typeof(MyRenderSettings));
     }
 
     AmbientMode ambientMode
     {
         get { return RenderSettings.ambientMode; }
         set { RenderSettings.ambientMode = value; }
     }
     Color ambientLight
     {
         get { return RenderSettings.ambientLight; }
         set { RenderSettings.ambientLight = value; }
     }
     Color ambientSkyColor
     {
         get { return RenderSettings.ambientSkyColor; }
         set { RenderSettings.ambientSkyColor = value; }
     }
     Color ambientEquatorColor
     {
         get { return RenderSettings.ambientEquatorColor; }
         set { RenderSettings.ambientEquatorColor = value; }
     }
     Color ambientGroundColor
     {
         get { return RenderSettings.ambientGroundColor; }
         set { RenderSettings.ambientGroundColor = value; }
     }
     float ambientSkyboxAmount
     {
         get { return RenderSettings.ambientSkyboxAmount; }
         set { RenderSettings.ambientSkyboxAmount = value; }
     }
     SphericalHarmonicsL2 ambientProbe
     {
         get { return RenderSettings.ambientProbe; }
         set { RenderSettings.ambientProbe = value; }
     }
 
     DefaultReflectionMode defaultReflectionMode
     {
         get { return RenderSettings.defaultReflectionMode; }
         set { RenderSettings.defaultReflectionMode = value; }
     }
     Cubemap customReflection
     {
         get { return RenderSettings.customReflection; }
         set { RenderSettings.customReflection = value; }
     }
 
     float flareFadeSpeed
     {
         get { return RenderSettings.flareFadeSpeed; }
         set { RenderSettings.flareFadeSpeed = value; }
     }
     float flareStrength
     {
         get { return RenderSettings.flareStrength; }
         set { RenderSettings.flareStrength = value; }
     }
 
     bool fog
     {
         get { return RenderSettings.fog; }
         set { RenderSettings.fog = value; }
     }
     FogMode fogMode
     {
         get { return RenderSettings.fogMode; }
         set { RenderSettings.fogMode = value; }
     }
     Color fogColor
     {
         get { return RenderSettings.fogColor; }
         set { RenderSettings.fogColor = value; }
     }
     float fogDensity
     {
         get { return RenderSettings.fogDensity; }
         set { RenderSettings.fogDensity = value; }
     }
     float fogStartDistance
     {
         get { return RenderSettings.fogStartDistance; }
         set { RenderSettings.fogStartDistance = value; }
     }
     float fogEndDistance
     {
         get { return RenderSettings.fogEndDistance; }
         set { RenderSettings.fogEndDistance = value; }
     }
 
     float haloStrength
     {
         get { return RenderSettings.haloStrength; }
         set { RenderSettings.haloStrength = value; }
     }
     Material skybox
     {
         get { return RenderSettings.skybox; }
         set { RenderSettings.skybox = value; }
     }
 
     void OnGUI()
     {
         GUILayout.Label("Ambient and skybox", EditorStyles.boldLabel);
         ambientMode = (AmbientMode)EditorGUILayout.EnumPopup("Ambient Mode", ambientMode);
         ambientLight = EditorGUILayout.ColorField("Ambient Light Color", ambientLight);
         ambientSkyColor = EditorGUILayout.ColorField("Ambient Sky Color", ambientSkyColor);
         ambientEquatorColor = EditorGUILayout.ColorField("Ambient Equator Color", ambientEquatorColor);
         ambientGroundColor = EditorGUILayout.ColorField("Ambient Ground Color", ambientGroundColor);
         ambientSkyboxAmount = EditorGUILayout.FloatField("Ambient Skybox Amount", ambientSkyboxAmount);
         //ambientProbe = (SphericalHarmonicsL2)EditorGUILayout.ObjectField(ambientProbe, typeof(SphericalHarmonicsL2), true);   //Doesnt seem t0o work, skipped this
         haloStrength = EditorGUILayout.FloatField("Halo Strength", haloStrength);
         skybox = (Material)EditorGUILayout.ObjectField("Skybox", skybox, typeof(Material), true);
 
         GUILayout.Label("Reflection", EditorStyles.boldLabel);
         defaultReflectionMode = (DefaultReflectionMode)EditorGUILayout.EnumPopup("Default Reflection Mode", defaultReflectionMode);
         customReflection = (Cubemap)EditorGUILayout.ObjectField("Custom Reflection", customReflection, typeof(Cubemap), true);
 
         GUILayout.Label("Flare", EditorStyles.boldLabel);
         flareFadeSpeed = EditorGUILayout.FloatField("Flare Fade Speed", flareFadeSpeed);
         flareStrength = EditorGUILayout.FloatField("Flare Strength", flareStrength);
 
         GUILayout.Label("Fog", EditorStyles.boldLabel);
         fog = EditorGUILayout.Toggle("Fog enabled", fog);
         fogMode = (FogMode)EditorGUILayout.EnumPopup("Fog Mode", fogMode);
         fogColor = EditorGUILayout.ColorField("Fog Color", fogColor);
         fogDensity = EditorGUILayout.FloatField("Fog Density", fogDensity);
         fogStartDistance = EditorGUILayout.FloatField("Fog Start Distance", fogStartDistance);
         fogEndDistance = EditorGUILayout.FloatField("Fog End Distance", fogEndDistance);
     }
 }
 
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avatar image JamesMobot · Dec 03, 2014 at 09:38 PM 13
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Windows> Lighting > scene tab

That one got me for an hour os so too! Even scanned all the release notes.

avatar image Blue_Lucario · Mar 30, 2015 at 09:26 PM 4
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Go to "Window" then "Lighting" in the menu bar. Welcome to the new Render Setting $$anonymous$$enu!

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