Unity version: 2022.3.20f1
HDRP: 14.0.1
Aline: 1.7.4
In Prefab view:
In Scene view:
Just take a quick Debug.log, looks that DrawGizmos() function not being called in Prefab mode, not sure why it happen
Unity version: 2022.3.20f1
HDRP: 14.0.1
Aline: 1.7.4
In Prefab view:
In Scene view:
Just take a quick Debug.log, looks that DrawGizmos() function not being called in Prefab mode, not sure why it happen
Was there ever a solution, or workaround for this ?
Hi
I have not been able to replicate this. I think it depends on the exact HDRP settings that are used.
Would it be possible for any of you to share a small example project in which I could replicate the issue reliably?
Just default HDRP settings for me, the gizmos draws correctly in scene view, but not if I open a prefab view. I did a quick lookaround and the custom pass never runs when you open in Prefab View.
I digged around a bit, and found that the custom pass is never being run, tracked it down to this:
DrawingManager line 236
// if (detectedRenderPipeline != DetectedRenderPipeline.HDRP) {
// detectedRenderPipeline = DetectedRenderPipeline.HDRP;
commenting that does make it render in prefab view now - I reckon they are treated as 2 separate cameras so both need the custom pass? I didnt spend too much on it, but hopefulyy this will help you track it down better, If not, I might dig deeper this weekend to figure it out.
Seems that my trick above no longer works on the new version, I am using U6 with default settings and empty scene.
Gizmos Render in Scene View but no in Prefab view anymore
Thanks.
I’ve managed to replicate this and I’ll include a fix for this in the next update.