﻿# Post-Processing Settings

## Description

This scene saves and loads its bloom settings by saving the weight of a PostProcessing Volume into PlayerData.

## How it Works

There is an UdonSharp script called "UdonPostProcessing" on a GameObject with the same name.

When the Slider found at "UI for Post-Processing > Content > Slider" is moved, it calls `UdonPostProcessing.SliderUpdated` via a Unity UI Event. This method sets the target PlayerData value whenever the slider is updated.

Whenever Player Data is updated, the `OnPlayerDataUpdated` event will trigger on this script, and do two things:
- Set the weight on the target PostProcessingVolume, which will change the local bloom strength.
- Update the slider's value and position to match the stored weight. This is done so that the slider will match the value when a player first loads into the instance and the values are restored from the server.

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## How to Use This Example

Play the scene, and use the "Post-Processing Weight" slider to set the Bloom level. It should appear in your ClientSim Player Data window as a float named "settings_pp_weight".