activeRenderPipelineCreated
Delegate that you can use to invoke custom code right after RenderPipelineManager.currentPipeline is created.
Read time 1 minuteLast updated 5 days ago
Definition
- Type: Event
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
public static event Action activeRenderPipelineCreated
Remarks
Unity does not switch the render pipeline immediately when you set GraphicsSettings.currentRenderPipeline or QualitySettings.renderPipeline. Unity only instantiate a new instance the first time any Camera renders after you set a new . You can subscribe to this event to know that is created. To access the current pipeline object you can rely on RenderPipelineManager.currentPipeline which will point to the newly created .
RenderPipelineRenderPipelineAssetRenderPipelineRenderPipelineExamples
using UnityEngine;using UnityEngine.Rendering;public class CurrentRenderPipelineCreatedExample : MonoBehaviour{ void Start() { RenderPipelineManager.activeRenderPipelineCreated += RenderPipelineManager_activeRenderPipelineCreated; } private void OnDestroy() { RenderPipelineManager.activeRenderPipelineCreated -= RenderPipelineManager_activeRenderPipelineCreated; } private void RenderPipelineManager_activeRenderPipelineCreated() { Debug.Log($"Render Pipeline {RenderPipelineManager.currentPipeline.GetType().Name} is created."); }}