# SendToEditor(string)

> Send GraphicsStateCollection to the Editor using PlayerConnection.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/7000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public bool SendToEditor(string fileName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Name of the GraphicsStateCollection file saved by the Editor.

### Returns

| Type                                                          | Description                                                                                                                                      |
| ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True 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.

```csharp
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.");
        }
    }
}
```

Additional Resources: [GraphicsStateCollection.SaveToFile](/engine/7000.0/script-reference/unityengine/rendering/graphicsstatecollection/savetofile.md), [GraphicsStateCollection.LoadFromFile](/engine/7000.0/script-reference/unityengine/rendering/graphicsstatecollection/loadfromfile.md).
