Version: Unity 7.0 Alpha (7000.0)
LanguageEnglish
  • C#

GraphicsStateCollection.SendToEditor

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

Declaration

public bool SendToEditor(string fileName);

Parameters

Parameter Description
fileName Name of the GraphicsStateCollection file saved by the Editor.

Returns

bool True if SendToEditor sent the GraphicsStateCollection data, false otherwise. This value doesn't reflect whether the player also sent its SODB.

Description

Send GraphicsStateCollection to the Editor using PlayerConnection.

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 __Collect State Object Database (SODB)__ 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.

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: SaveToFile, LoadFromFile.