---
title: PostLateUpdate.GraphicsStateCollectionWarmup
product: Unity Editor
version: '6000.6'
latest_version: '7000.0'
status: This page documents version 6000.6. The latest version is 7000.0.
canonical: https://docs.unity.com/en-us/engine/6000.6/script-reference/unityengine/playerloop/postlateupdate/graphicsstatecollectionwarmup
latest_url: https://docs.unity.com/en-us/engine/7000.0/script-reference/unityengine/playerloop/postlateupdate/graphicsstatecollectionwarmup.md
last_updated: 2026-11-04
generated_at: 2026-11-04T18:31:32.139Z
locale: en-us
---

# PostLateUpdate.GraphicsStateCollectionWarmup

> Native Player loop system that warms up the graphics states in a graphics state collection after startup, optionally spread over several frames.

## Definition

* **Type:** Struct
* **Namespace:** [UnityEngine.PlayerLoop](/engine/6000.6/script-reference/unityengine/playerloop.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public struct PostLateUpdate.GraphicsStateCollectionWarmup
```

## Remarks

This system is active only in Players, and only when the project is set to warm up a graphics state collection after startup instead of before the first scene loads. If the project sets a per-frame limit, the system warms up that many graphics states each frame. Otherwise, it warms up all of them in the first frame. When the warmup is complete, the system stops doing any work.

This struct identifies a native system in the Player loop. It has no members, and the system's update logic runs in native engine code. Use this type with [PlayerLoopSystem.type](/engine/6000.6/script-reference/unityengine/lowlevel/playerloopsystem/type.md) to find the system when you reorder, replace, or remove it in a custom Player loop. For more information, refer to [Customizing the Player loop](/engine/6000.6/manual/scripting/managing-update-order/player-loop-customizing.md).
