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alex-vazquez-unity3dEvergreen
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[BuiltTarget Extensions]API was accessing the target plaform by the wrong string
UI is adding included/excluded platforms in the UI by NamedBuildTarget. So for instance, "Switch" is obtained from BuildTarget.Switch.ToString(), but if we do NamedBuildTarget(BuildTarget.Switch) it returns you "Nintendo Switch". This was including/excluding RP assets that were not supposed to match the call to the API of BuiltTarget extension https://jira.unity3d.com/browse/UUM-73363
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Packages/com.unity.render-pipelines.core/Editor/Analytics/BuildTargetAnalytic.cs

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ public bool TryGatherData([NotNullWhen(true)] out IAnalytic.IData data, [NotNull
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{
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var activeBuildTarget = EditorUserBuildSettings.activeBuildTarget;
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var activeBuildTargetGroup = BuildPipeline.GetBuildTargetGroup(activeBuildTarget);
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var activeBuildTargetGroupName = activeBuildTargetGroup.ToString();
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var activeBuildTargetGroupName = NamedBuildTarget.FromBuildTargetGroup(activeBuildTargetGroup).TargetName;
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error = null;
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@@ -37,7 +37,6 @@ public bool TryGatherData([NotNullWhen(true)] out IAnalytic.IData data, [NotNull
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};
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return true;
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}
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};
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[System.Diagnostics.DebuggerDisplay("{render_pipeline_asset_type} - {quality_levels}/{total_quality_levels_on_project}")]

Packages/com.unity.render-pipelines.core/Editor/BuildTargetExtensions.cs

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using UnityEditor.Build;
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using UnityEngine;
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using UnityEngine.Rendering;
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@@ -88,11 +89,11 @@ public static bool TryGetRenderPipelineAssets<T>([DisallowNull] this BuildTarget
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return false;
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var activeBuildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
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var activeBuildTargetGroupName = activeBuildTargetGroup.ToString();
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var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(activeBuildTargetGroup);
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QualitySettings.GetRenderPipelineAssetsForPlatform<T>(activeBuildTargetGroupName, out var buildPipelineAssets, out var allQualityLevelsAreOverriden);
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QualitySettings.GetRenderPipelineAssetsForPlatform<T>(namedBuildTarget.TargetName, out var buildPipelineAssets, out var allQualityLevelsAreOverriden);
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bool noQualityLevels = QualitySettings.GetActiveQualityLevelsForPlatformCount(activeBuildTargetGroupName) == 0;
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bool noQualityLevels = QualitySettings.GetActiveQualityLevelsForPlatformCount(namedBuildTarget.TargetName) == 0;
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if (noQualityLevels || !allQualityLevelsAreOverriden)
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{
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// We need to check the fallback cases

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