`urp-postprocessing`: Global Volume template's `profile.Add<T>()` overrides are lost after Editor restart (never added as sub-assets)

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Avaliação

Dificuldade
3/5
Tempo estimado
1-2 dias
Facilidade para iniciantes
72/100
Tipo de issue
Bug
Clareza
Claramente especificada
Status de atividade
Ativa
Stack de tecnologia
csharp, unity

Direção de pesquisa

Read skills/urp-postprocessing/references/code-templates.md at “Creating a Global Volume with Effects” and the cited sections of skills/urp-postprocessing/SKILL.md. Check how the template adds components and how the skill describes persistence and diagnostics. Update the guidance and template to account for Editor asset persistence; done when newly added overrides survive an asset reload and the documented checks identify missing sub-assets.

Escrita pelo modelo de indexação a partir do texto da issue.

Descrição

Plugin: 0.1.8-beta (main @ 3831ddb) · Unity: 6000.6.7f1 · URP / SRP Core: 17.6.0

Problem

skills/urp-postprocessing/references/code-templates.md, "Creating a Global Volume with Effects" (L19–43):

  1. AssetDatabase.CreateAsset(profile, …)
  2. profile.Add<Bloom>() / profile.Add<Tonemapping>()
  3. SetDirty(profile) + AssetDatabase.SaveAssets()

The added VolumeComponents are never stored as sub-assets of the profile. Everything looks right for the rest of the session, but after an Editor restart (or any reload of the asset) the profile has no overrides. We hit exactly this: a color-grading profile built this way came back empty after restarting the Editor.

SKILL.md L111, L141, L148, L156 present profile.Add<T>() as the way to add overrides, with no Editor-persistence caveat.

Why

  • VolumeProfile.Add(Type, bool) (com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs L109–123) only does CreateInstance(type) + components.Add(component) — no AssetDatabase.AddObjectToAsset, so the component lives in memory only and the reference does not survive serialization. On the next load VolumeProfile.OnEnable runs components.RemoveAll(x => x == null).
  • Unity's own Editor code always pairs Add with AddObjectToAsset: Editor/Volume/VolumeComponentListEditor.cs (inspector "Add Override", L518: AssetDatabase.AddObjectToAsset(component, asset)), Editor/Volume/VolumeProfileFactory.cs (VolumeProfileFactory.CreateVolumeComponent<T>, L109), Editor/Volume/VolumeProfileUtils.cs.

The skill's own checks don't catch it

  • SKILL.md L87–91 only warns when profile.components.Count == 0; in the same session the list still holds the in-memory instances, so it reports the setup as correct.
  • code-templates.md L123–125 says SaveAssets() persists the profile — true for editing existing overrides, not for newly added ones.

Suggested fix

  • In the template, after each Add<T>(): UnityEditor.AssetDatabase.AddObjectToAsset(bloom, profile); — or use UnityEditor.Rendering.VolumeProfileFactory.CreateVolumeComponent<T>(profile, overrides: true, saveAsset: false), then SaveAssets() once.
  • Key Facts: "On a profile asset in the Editor, Add<T>() alone is in-memory only; also call AssetDatabase.AddObjectToAsset. A runtime volume.profile instance doesn't need it."
  • Diagnostic: also warn when EditorUtility.IsPersistent(profile) and any component has !AssetDatabase.IsSubAsset(c).
Linguagem predominante
C#
Estrelas
590
Forks
67
Merge médio
3d 4h
PRs com merge (30d)
13

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