ドキュメント

Unity Engine

Unity Engine

activeRenderPipelineCreated

Delegate that you can use to invoke custom code right after RenderPipelineManager.currentPipeline is created.
読み終わるまでの所要時間 1 分最終更新 1ヶ月前

Definition

public static event Action activeRenderPipelineCreated

Remarks

Unity does not switch the render pipeline immediately when you set GraphicsSettings.currentRenderPipeline or QualitySettings.renderPipeline. Unity only instantiate a new
RenderPipeline
instance the first time any Camera renders after you set a new
RenderPipelineAsset
. You can subscribe to this event to know that
RenderPipeline
is created. To access the current pipeline object you can rely on RenderPipelineManager.currentPipeline which will point to the newly created
RenderPipeline
.

Examples

using UnityEngine;using UnityEngine.Rendering;public class CurrentRenderPipelineCreatedExample : MonoBehaviour{ void Start() { RenderPipelineManager.activeRenderPipelineCreated += RenderPipelineManager_activeRenderPipelineCreated; } private void OnDestroy() { RenderPipelineManager.activeRenderPipelineCreated -= RenderPipelineManager_activeRenderPipelineCreated; } private void RenderPipelineManager_activeRenderPipelineCreated() { Debug.Log($"Render Pipeline {RenderPipelineManager.currentPipeline.GetType().Name} is created."); }}