Learn how Adaptive Performance manages the lifecycle of its providers automatically by integrating with Unity’s standard eventStandard events are application-specific events that you dispatch in response to important player actions or milestones. Standard events have standardized names and defined parameter lists. More info
See in Glossary functions.
The AdaptivePerformanceManagerSettings
ScriptableObject
uses an AdaptivePerformanceLoader
to automatically initialize, start, stop, and deinitialize provider subsystems. This process requires no manual intervention and operates in both scene-based and application-based contexts.
Scene-based automatic lifecycle management ties the provider to a specific MonoBehaviour
in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, making it active only when that scene loads.
Scene-based management hooks into the following MonoBehaviour
callback points:
Callback | Lifecycle step |
---|---|
OnEnable |
Find the first loader that initialized successfully and set ActiveLoader . |
Start |
Start all subsystems. |
OnDisable |
Stop all subsystems. |
OnDestroy |
Deinitialize all subsystems and remove the ActiveLoader instance. |
Application-based automatic lifecycle management uses a persistent, global instance to keep the provider active for the entire duration of the application, from launch until it’s closed.
Application-based management hooks into the following callback points:
Callback | Lifecycle step |
---|---|
Runtime initialization after assemblies loaded | Find the first loader that succeeds initialization and set ActiveLoader . |
Runtime initialization before splash screen displays | Start all subsystems. |
OnDisable |
Stop all subsystems. |
OnDestroy |
Deinitialize all subsystems and remove the ActiveLoader instance. |