# vulkanUseSWCommandBuffers

> Use software command buffers for building rendering commands on Vulkan.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

> **Warning:**
>
> **Deprecated.** Vulkan SW command buffers are deprecated, vulkanUseSWCommandBuffers will be ignored.

```csharp
public static bool vulkanUseSWCommandBuffers { get; set; }
```

### Remarks

If this setting is disabled, all rendering commands are built into secondary command buffers, one per each graphics job. If enabled, all rendering commands are instead serialized into a software buffer, and a separate thread is used to build a single primary command buffer based on that information.

Note: this setting is only intended to correct a specific issue when displaying [IMGUI](/engine/6000.0/manual/uitoolkits/uielements/ui-imgui/guiscripting-guide.md) in a project that uses linear color space. If you are using IMGUI in a linear color space project, your IMGUI graphics will be drawn incorrectly (their color will appear washed out). This setting corrects that problem, but at a performance cost. On desktop platforms this cost may not be noticable, but it is particularly significant on mobile platforms with tile-based GPUs.

The best way to avoid this issue, instead of enabling this setting, is to use the Canvas-based UI system in your game instead of IMGUI. IMGUI is not intended for in-game UI, it is mainly intended for creating UI in the editor.
