Class CoreBuildData
Contains a set of needed data for building. This might also being called when building Asset Bundles
Implements
Inherited Members
Namespace: UnityEditor.Rendering
Assembly: Unity.RenderPipelines.Core.Editor.dll
Syntax
public class CoreBuildData : IDisposable
Properties
buildingPlayerForRenderPipeline
If the target build has an SRP configured
Declaration
public bool buildingPlayerForRenderPipeline { get; }
Property Value
| Type | Description |
|---|---|
| bool |
currentRenderPipelineAssetType
A valid type of RenderPipelineAsset, that the build is targeting,
Declaration
public Type currentRenderPipelineAssetType { get; }
Property Value
| Type | Description |
|---|---|
| Type |
developmentBuild
Obsolete. Always returns false.
Declaration
[Obsolete("developmentBuild is no longer populated and always returns false. Use useDiagnosticChecks for stripping decisions that mirror UNITY_ENABLE_CHECKS-gated C# code.")]
public bool developmentBuild { get; }
Property Value
| Type | Description |
|---|---|
| bool |
instance
Instance to the current CoreBuildData.
Declaration
public static CoreBuildData instance { get; }
Property Value
| Type | Description |
|---|---|
| CoreBuildData |
renderPipelineAssets
A list of RenderPipelineAsset, all of them of the same type.
Declaration
public List<RenderPipelineAsset> renderPipelineAssets { get; }
Property Value
| Type | Description |
|---|---|
| List<RenderPipelineAsset> |
useDiagnosticChecks
Whether the current build's managed code variant has UNITY_ENABLE_CHECKS defined
(Debug or Checked variant).
Declaration
public bool useDiagnosticChecks { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Remarks
Use this to gate inclusion of diagnostic shaders, resources, and other build-time decisions
that mirror C# code paths compiled under #if UNITY_ENABLE_CHECKS.
Methods
Dispose()
Dispose all the gathered data for building
Declaration
public void Dispose()