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[Cross-pipeline] HDRP Wizard window appears on opening a new URP project if both pipelines are present. #4898
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com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs
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com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs
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com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs
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Right. Its starting to be a bit hard to follow as it is spread over 3 methods. Can you add a small comment on that? (HDProjectSettings.wizardIsStartPopup could only be true at the point I spoted above). Thanks
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Just a quick note about our log, but otherwise I would prefer that we use HDRenderPipeline APIs instead of GetType to improve readability
com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs
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Thanks for acting on suggestions too!
@Unity-Technologies/gfx-qa-hdrp , could you please test
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Checked listed requests on Graphics and Quality sections. Also checked that changing pipelines grays out or shows HDRP wizard section when assets are changed in Graphics or overriden in quality settings. Works as expected. Nice changes!
Looks like I've missed regression introduced by this PR(I've reported it here: https://fogbugz.unity3d.com/f/cases/1347461/). When completely empty project is created HDRP Wizard is not showing up after adding hdrp package, and the option is grayed out. Workaround is to create HDRP asset and assign it manually, then the wizard can be opened up manually. |
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1336296/
Testing status
Comments to reviewers
I closed the editor with visual studio and I was not able to show the Wizard because the setting
HDUserSettings.wizardPopupAlreadyShownOnce
was never set to false. Fixed that issue in this PR, adding a comment in code to explain the issue and why is that setting set there.