Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in [Package]
10.2.0
Issue ID
1309529
Regression
No
[Cross-SRP] Assigning an URP asset when HDRP was present stops all rendering.
Repro steps:
1. Open the attached project and observe the rendering is broken.
Fresh repro steps:
1. Create a new HDRP project
2. Add URP
3. Create a URP asset and assign it
4. Rendering stops
Notes:
- Looks like the HDRP asset does not get fully unassigned
- The VFX Settings still show HDRP as the current pipeline
- Clearing the Library / reopening the project does not help
- Deleting the HDRP Medium Quality pipeline asset fixes the issue
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Resolution Note:
Crosspipeline workflow is not yet supported.