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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.

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avatar image andrew-lukasik · May 22, 2020 at 06:01 PM 0
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 var rpAsset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
 var urpAsset = (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset) rpAsset;
 urpAsset.renderScale = newValue;
avatar image chadfranklin47 andrew-lukasik · Oct 29, 2020 at 08:18 AM 0
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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

avatar image chadfranklin47 · Oct 29, 2020 at 08:15 AM 0
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Ever figure this one out?

avatar image Rekzii · Apr 05 at 03:23 PM 0
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Same here, idk why it's not working

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