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Unity Engine


SendToEditor(string)

Send GraphicsStateCollection to the Editor using PlayerConnection.
Read time 1 minuteLast updated 6 days ago

Definition

public bool SendToEditor(string fileName)

Parameters

fileName

Name of the GraphicsStateCollection file saved by the Editor.

Returns

Type

Description

boolTrue if
SendToEditor
sent the GraphicsStateCollection data, false otherwise. This value doesn't reflect whether the player also sent its SODB.

Remarks

This method sends serialized GraphicsStateCollection data to a connected Editor instance on-demand.
The Editor instance will save the GraphicsStateCollection to disk in the open project's Assets folder.
SendToEditor
requires you to enable Development Build and Autoconnect Profiler in your project’s Build Profile settings.
On Direct3D 12, a development player with enabled in Player Settings also sends its SODB alongside the GraphicsStateCollection data. If the database is larger than 64 MiB, the player skips the transfer and logs a warning instead. The Editor stores the received SODB next to the collection's .graphicsstate file in the project's Assets folder, with the same file name and the .sodb extension.
using UnityEngine;using UnityEngine.Rendering;using UnityEngine.Networking.PlayerConnection;public class SendToEditorExample : MonoBehaviour{ public GraphicsStateCollection graphicsStateCollection; void Start() { graphicsStateCollection = new GraphicsStateCollection(); graphicsStateCollection.BeginTrace(); } void OnDestroy() { graphicsStateCollection.EndTrace(); if (PlayerConnection.instance.isConnected) { graphicsStateCollection.SendToEditor("MyCollection"); } else { Debug.Log("No PlayerConnection found! Collection not sent to Editor."); } }}