Provider lifecycle management
Learn how Adaptive Performance manages the lifecycle of its providers automatically by integrating with Unity's standard event functions.
Read time 1 minuteLast updated 21 days ago
Learn how Adaptive Performance manages the lifecycle of its providers automatically by integrating with Unity's standard event functions.
The uses an to automatically initialize, start, stop, and deinitialize provider subsystems. This process requires no manual intervention and operates in both scene-based and application-based contexts.
AdaptivePerformanceManagerSettingsScriptableObjectAdaptivePerformanceLoaderScene-based lifecycle management
Scene-based automatic lifecycle management ties the provider to a specific in a scene, making it active only when that scene loads.
MonoBehaviourScene-based management hooks into the following callback points:
MonoBehaviourCallback | Lifecycle step |
|---|---|
| Find the first loader that initialized successfully and set |
| Start all subsystems. |
| Stop all subsystems. |
| Deinitialize all subsystems and remove the |
Application-based lifecycle management
Application-based automatic lifecycle management uses a persistent, global instance to keep the provider active for the entire duration of the application, from launch until it's closed.
Application-based management hooks into the following callback points:
Callback | Lifecycle step |
|---|---|
| Runtime initialization after assemblies loaded | Find the first loader that succeeds initialization and set |
| Runtime initialization before splash screen displays | Start all subsystems. |
| Stop all subsystems. |
| Deinitialize all subsystems and remove the |