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description: A step-by-step walkthrough shows how to change Unity graphics settings via C# code, covering resolution, fullscreen, Vsync, post-processing toggles, MSAA and...
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# How to Change Unity Graphics Settings Through Code! (Unity Tutorial)

**[Code Monkey](https://daily.dev/sources/codemonkeyunity)** · 11 min read · 1 upvotes · 0 comments

## Summary

A step-by-step walkthrough shows how to change Unity graphics settings via C# code, covering resolution, fullscreen, Vsync, post-processing toggles, MSAA and anti-aliasing modes, render scale, shadow distance and cascades, and volume-based effects like bloom, depth of field, and ambient occlusion. It explains quirks like needing UniversalAdditionalCameraData for camera post-processing, using the render pipeline resource for MSAA and SSAO, and a noted bug in a specific Unity version affecting access to ambient occlusion in the renderer. The video also promotes the creator's paid Good Monkey/CodeMonkey toolkit as a drag-and-drop alternative.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=TPNjjCOjxB4>

## Questions this post answers

### How do I enable or disable post-processing on a camera in Unity URP through code?

Post-processing on a camera cannot be toggled directly from the Camera component in code; instead, call camera.GetUniversalAdditionalCameraData() to get a UniversalAdditionalCameraData object, then set its renderPostProcessing field to true or false. This differs from the built-in render pipeline where a simple camera property exists.

_daily.dev surfaces practical URP scripting fixes like this for developers wiring up in-game graphics menus._

### How do I change bloom intensity or other volume post-processing effects at runtime in Unity?

Get the Volume component's profile field, then call profile.TryGet(out Bloom bloom) to retrieve the Bloom component, since effects like bloom aren't exposed directly on the Volume itself. Once retrieved, properties such as bloom.active or bloom.intensity can be modified like any standard C# class field, and the same TryGet pattern works for other effects like depth of field.

_Developers building custom graphics settings UIs track volume-profile scripting patterns like this on daily.dev._

### Why can't I find the screen space ambient occlusion setting on the renderer in my Unity project through code?

A bug in a specific Unity version hides ambient occlusion and similar rendering features from the renderer asset when trying to drag the reference in code, though it works fine on prior versions. The Unity URP team confirmed hiding these assets was unintentional, and the issue is fixed starting in version 6.6 and later, where looping through renderers and calling TryGetRendererFeature works correctly.

_Teams hitting URP renderer quirks across versions can track these fixes on daily.dev before they upgrade._

## Similar posts on daily.dev

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#unity](https://daily.dev/tags/unity), [#graphics-programming](https://daily.dev/tags/graphics-programming)

[View this post on daily.dev](https://daily.dev/posts/how-to-change-unity-graphics-settings-through-code-unity-tutorial--0sg7ppxj5)

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