Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GetCurrentPlayerLoop()

Returns a Player loop system representing the current update order of all engine systems in Unity.
Read time 1 minuteLast updated 5 days ago

Definition

public static PlayerLoopSystem GetCurrentPlayerLoop()

Returns

Type

Description

PlayerLoopSystem

Remarks

The PlayerLoopSystem returned by this method can be modified to create a custom update order which you can set using PlayerLoop.SetPlayerLoop. If no custom loop has been set with PlayerLoop.SetPlayerLoop, then
GetCurrentPlayerLoop
returns the same result as PlayerLoop.GetDefaultPlayerLoop.
Additional Resources: PlayerLoopSystem

Examples

using System.Text;using UnityEngine.LowLevel;using UnityEngine;public static class PrintCurrentPlayerLoop{ //Retrieve the current Player loop system and iterate over its subsystems to print them. //Run this method on runtime initialization [RuntimeInitializeOnLoadMethod] private static void AppStart() { StringBuilder sb = new(); // Pass the current Player loop to the recursive print function RecursivePlayerLoopPrint(PlayerLoop.GetCurrentPlayerLoop(), sb, 0); Debug.Log(sb.ToString()); } // Loop through the Player loop tree structure and add the names of the systems to the StringBuilder private static void RecursivePlayerLoopPrint(PlayerLoopSystem playerLoopSystem, StringBuilder sb, int depth) { if (depth == 0) { sb.AppendLine("ROOT NODE"); } else if (playerLoopSystem.type != null) { for (int i = 0; i < depth; i++) { sb.Append("\t"); } sb.AppendLine(playerLoopSystem.type.Name); } if (playerLoopSystem.subSystemList != null) { depth++; foreach (var s in playerLoopSystem.subSystemList) { RecursivePlayerLoopPrint(s, sb, depth); } depth--; } }}