77 lines
3.2 KiB
Markdown
77 lines
3.2 KiB
Markdown
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# Include or exclude a setting in your build
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By default, Unity doesn't include a setting ("strips" the setting) in your built project to optimize performance and reduce build size. For example, if you create a custom reference property that points to a shader asset, by default Unity doesn't include that property in your build.
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You can choose to include a setting in your build instead. The value of the property is read-only at runtime.
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## Include a setting in your build
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To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings group class](add-custom-graphics-settings.md) to `true`.
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For example:
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```c#
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public class MySettings: IRenderPipelineGraphicsSettingsStripper
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{
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...
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// Make settings in this class available in your build
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public bool IsAvailableInPlayerBuild => true;
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}
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```
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## Create your own stripping code
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To conditionally control whether Unity includes or excludes a setting in your build, override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface.
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Follow these steps:
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1. Create a class that implements the `IRenderPipelineGraphicsSettingsStripper` interface, and pass in your [settings class](add-custom-graphics-settings.md).
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2. Implement the `active` property. If you set `active` to `false`, the code in the class doesn't run.
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3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting. Return `true` to strip the setting, or `false` to include the setting.
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For example:
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```c#
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using UnityEngine;
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using UnityEngine.Rendering;
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// Implement the IRenderPipelineGraphicsSettingsStripper interface, and pass in our settings class
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class SettingsStripper : IRenderPipelineGraphicsSettingsStripper<MySettings>
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{
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// Make this stripper active
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public bool active => true;
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// Implement the CanRemoveSettings method with our own code
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public bool CanRemoveSettings(MySettings settings)
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{
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// Strip the setting (return true) if useMyFeature is false
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return !settings.useMyFeature;
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}
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}
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```
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If you implement `IRenderPipelineGraphicsSettingsStripper` multiple times for one setting, Unity only strips the setting if they all return `true`.
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## Check if your build includes a setting
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You can check if a setting exists at runtime. A setting might not exist at runtime for one of the following reasons:
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- Unity didn't include the setting in your build.
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- The current pipeline doesn't support the setting.
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- The setting is in an assembly that Unity doesn't include in your build. Refer to [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files) for more information.
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To check if the setting exists, use the `TryGetRenderPipelineSettings` API. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if the setting exists. Otherwise it returns `false`.
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For example, the following code checks whether a settings group called `MySettings` exists at runtime:
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```c#
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if (GraphicsSettings.TryGetRenderPipelineSettings<MySettings>(out var mySetting)){
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Debug.Log("The setting is in the build and its value is {mySetting.myValue}");
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}
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```
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## Additional resources
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- [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files)
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