Delegate that you can use to invoke custom code right after RenderPipelineManager.currentPipeline is created.
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
.
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."); } }