# SetWorkaround(string, State)

> Sets the state of a specific driver workaround for this profile.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.HardwareProfiles](/engine/6000.6/script-reference/unityeditor/hardwareprofiles.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public override void SetWorkaround(string workaroundName, State state)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): **** (\[State]\(/engine/6000.6/script-reference/unityeditor/hardwareprofiles/state)):&#x20;

### Remarks

Use the workaround names from [DefaultWorkarounds.DefinedWorkarounds](/engine/6000.6/script-reference/unityeditor/hardwareprofiles/defaultworkarounds/definedworkarounds.md) and a [State](/engine/6000.6/script-reference/unityeditor/hardwareprofiles/state.md) value to control how Unity applies the workaround on matching devices. Unlike [DefaultDeviceFilter.SetWorkaround](/engine/6000.6/script-reference/unityeditor/hardwareprofiles/defaultdevicefilter/setworkaround.md), the Default option moves the workaround to the `default` list, letting Unity decide based on automatic device detection.

Additional Resources: [Random.State](/engine/6000.6/script-reference/unityengine/random/state.md), [DefaultWorkarounds.DefinedWorkarounds](/engine/6000.6/script-reference/unityeditor/hardwareprofiles/defaultworkarounds/definedworkarounds.md), [Workaround hardware profile settings](/engine/6000.6/manual/platform-specific/android/developing/graphics/vulkan-hardware-profiles/workarounds.md).
