Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.onPreRender

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static var onPreRender: Camera.CameraCallback;
public static Camera.CameraCallback onPreRender;

Description

Event that is fired before any camera starts rendering.

Note that when onPreRender is called, the camera's render target is not set up yet, and the depth texture(s) are not rendered yet either. If you want to do something later on (when the render target is already set), try using a CommandBuffer.

#pragma strict
// callback to be called before any camera starts rendering
public function MyPreRender(cam: Camera) {
	Debug.Log("PreRender " + gameObject.name + " from camera " + cam.gameObject.name);
}
public function OnEnable() {
	// register the callback when enabling object
	Camera.onPreRender += MyPreRender;
}
public function OnDisable() {
	// remove the callback when disabling object
	Camera.onPreRender -= MyPreRender;
}
using UnityEngine;
public class ExampleClass : MonoBehaviour
{
    // callback to be called before any camera starts rendering
    public void MyPreRender(Camera cam)
    {
        Debug.Log("PreRender " + gameObject.name + " from camera " + cam.gameObject.name);
    }

public void OnEnable() { // register the callback when enabling object Camera.onPreRender += MyPreRender; }

public void OnDisable() { // remove the callback when disabling object Camera.onPreRender -= MyPreRender; } }