URP does not support APV

I get the error "The current URP Asset does not support Adaptive Probe Volumes. How can i fix this. I turned it on in the URP

Hi :slight_smile:

If you have multiple quality levels with different URP assets selected for the current platform, all of these assets need to have APVs activated. Can you check if that is the case? Maybe just enable one quality level and disable the others for now.

Here in this example under Project Settings > Quality, I have two levels selected for the Desktop platform:

Im just going to go and kick myself. Thanks

I just wanted to make a note, that I have seen this issue on Unity 6000.0.24f1 and I checked to make sure all URP assets had probes enabled.

I ended up needing to close the Lighting window and reopen it to fix this issue. I think the problem is that in some rare cases the Probe Volume system may not be initialized when the window checks, and Unity will not re-check the initialization status again until the Lighting window is closed/re-opened.

So for anyone else who comes across this problem and they have checked to make sure all of their URP assets are using APVs, try this!

Edit: Never mind! I thought closing/re-opening the Lighting window fixed the issue, but it keeps rearing it’s ugly head. Worse, it seems like I cannot bake APVs at all now (previously it was working).

After baking it shows me that APV data exist and tells me the size in MB, but I cannot see any probes in the scene or game view using the Rendering Debugger now. It seem like either the APV system is getting constantly de-initialized, or Unity keeps detecting the URP asset as not using APVs (even though it absolutely is using the APV system), and so is disabling whatever probes I have baked.

I’ve tried restarting the computer, deleting/rebuilding the library folder, changing the URP asset back to Light Probes (closing/re-opening Unity), then back to APVs (closing/re-opening Unity), deleting the GI Cache, and nothing has fixed this issue. I’m not sure what else can be done?

I can’t really submit a bug report because it would require submitting the entire project, which is over 170 GBs.

Do you have multiple sub-scenes open? Could you try in the same project to just open one scene, and see if you can bake the APVs there? Can you also share a screenshot of the Adaptive Probe Volume component in that scene?

Hi there, thanks for replying!

I am not using subscenes (not using ECS at all), although all of my bakes do involve loading multiple scenes additively inside the editor. However, I only use Single Scene baking (the APV is in the main scene), which has worked fine in the past (the other additive scenes are loaded at runtime, so basically the meshes in them are treated like dynamic objects).

The APV component looks like this when the warning shows up:

I added a debug statement to ProbeVolumeLightingTab.cs and from it, it tells me that when this warning rears it’s ugly head, the ProbeReferenceVolume.instance.isInitialized and enabledBySRP fields are both false, however like I said, I am 100% positive the URP asset is configured correctly, and that it is the only URP asset in the Quality Settings.

With all that said, currently I am not getting the warning any longer, so maybe the issue fixed itself? I will make a build to check if it’s actually working and not just a false negative.

I think there is an issue with the Lighting tab in the Editor. I have been trying to get an Android build completed but it kept throwing an error related to the ProbeVolumeLightingTab … I noticed I was getting a warning about the Adaptive Probes not being enabled in my URP asset, even though they were.

When I closed the Lighting tab completely, and ran the build again, it worked.

Unity 6.0.0.23f1

Hi, i have the same problem. Did you solve it?

Hi, i am having the same problem and it did not help me… Could you please help me?

You can try to apply the procedure described in the doc to enable APV on new scene in your project.
If that still fails,I encourage you to submit a bug report with a repro project trimmed down to only the assets contributing to your scene if possible.