# GetRenderPipelineAssetsForPlatform

> [Editor Only] Obtains a set with the non null Render Pipeline Assets selected on all the Quality Levels for the given platform.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## GetRenderPipelineAssetsForPlatform\<T>(string, HashSet\<T>)

\[Editor Only] Obtains a set with the non null Render Pipeline Assets selected on all the Quality Levels for the given platform.

```csharp
public static void GetRenderPipelineAssetsForPlatform<T>(string buildTargetGroupName, out HashSet<T> uniqueRenderPipelineAssets) where T : RenderPipelineAsset
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The platform to obtain the Render Pipeline Assets.**** (\[HashSet\<T>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.hashset-1)): A collection with the non null selected Render Pipeline Assets for the platform.

## GetRenderPipelineAssetsForPlatform\<T>(string, HashSet\<T>, bool)

\[Editor Only] Obtains a set with the non null Render Pipeline Assets selected on all the Quality Levels for the given platform.

```csharp
public static void GetRenderPipelineAssetsForPlatform<T>(string buildTargetGroupName, out HashSet<T> uniqueRenderPipelineAssets, out bool allLevelsAreOverridden) where T : RenderPipelineAsset
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The platform to obtain the Render Pipeline Assets.**** (\[HashSet\<T>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.hashset-1)): A collection with the non null selected Render Pipeline Assets for the platform.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): An additional information that state if all quality settings were overridden in the project.

### Examples

```csharp
public T[] GetAllRenderPipelineAssets<T>(BuildTarget platform)
    where T : RenderPipelineAsset
{
    var activeBuildTargetGroup = BuildPipeline.GetBuildTargetGroup(platform);
    var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(activeBuildTargetGroup);
    QualitySettings.GetRenderPipelineAssetsForPlatform<T>(namedBuildTarget.TargetName, out var uniqueAssets, out bool allLevelsAreOverridden);
    if(allLevelsAreOverridden)
        return uniqueAssets.ToArray();

    return Array.Empty<T>();
}
```
