Quick answer: Assign a distinct URP Asset per quality level (or set the render-pipeline override) so switching levels swaps shadow resolution, render scale, and features as intended.
You add Low/Medium/High quality levels but switching them changes nothing because they share one URP asset. The pipeline never swaps. Give each level its own URP asset.
How to fix it
1. Assign a URP asset per level
In Project Settings > Quality, set each level's Render Pipeline Asset so Low/Medium/High reference different URP assets with different shadow, render-scale, and feature settings.
2. Switch level to swap pipeline
Call QualitySettings.SetQualityLevel (with applyExpensiveChanges) so Unity adopts that level's URP asset and re-initializes the pipeline accordingly.
3. Verify the active asset
At runtime confirm GraphicsSettings.currentRenderPipeline changed after the switch; if it did not, the per-level override is missing.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.