Can official make all the URP / HDRP related graphics settings and related APIs as public instead of private so user no longer need to use a lot of hacks like reflection or modify the package anymore and can freely use at both editor and player build runtime?
Want to add my two cents here, as I was really surprised to find the same thing in URP (haven’t done much with HDRP). It’s odd to me that URP is made for the lowest end platform (mobile), and yet there are a ton of features that aren’t easily removed without just writing a new SRP. For example, light handling, shadow handling, there are parts of those that happen even if there are no lights or shadows in the scene.
I want to be able to fully turn features off, and have them disappear from the profiler. Certainly it is not an optimal render engine, if it does a bunch of work you don’t need, on a platform that can’t afford it?
On a side note, this seems to be a common design philosophy at Unity, and I’m not sure why. What I mean is that I see a lot of big features added, but then almost no APIs to actually customize the features well. So for our team, that has lead to a lot of rewriting complete features built into Unity because one element wasn’t customizable that we needed to be.
Totally agree
It baffles me too and why I stick to builtin until later stage of production.
A unity dev on the DOTS discord channel explained why: they get murdered when they change public API so they’ve set up a huge cliff before they expose anything. Sucks. Makes sense.
Yeah I get that, but certainly Unity is not the only company writing software that requires lots of options. At the least they could mark APIs as experimental and offer equivalent APIs or similar when deprecating the previous ones.