# activeRenderPipelineAssetChanged

> Delegate that you can use to invoke custom code when the current RenderPipelineAsset between frames has changed.

## Definition

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

```csharp
public static event Action<RenderPipelineAsset, RenderPipelineAsset> activeRenderPipelineAssetChanged
```

### Examples

```csharp
using UnityEngine;
using UnityEngine.Rendering;

public class CurrentRenderPipelineAssetChangedExample : MonoBehaviour
{
    void Start()
    {
        RenderPipelineManager.activeRenderPipelineAssetChanged += RenderPipelineManager_activeRenderPipelineAssetChanged;
    }

    private void OnDestroy()
    {
        RenderPipelineManager.activeRenderPipelineAssetChanged -= RenderPipelineManager_activeRenderPipelineAssetChanged;
    }

    private void RenderPipelineManager_activeRenderPipelineAssetChanged(RenderPipelineAsset from, RenderPipelineAsset to)
    {
        Debug.Log($"RenderPipelineAsset has changed {(from != null ? from.GetType().Name : "Built-In")} to {(to != null ? to.GetType().Name : "Built-In")}");
    }
}
```
