using System.Linq; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { //We ensure and save GS after each domain reload because we need to make them valid for AssetImportWorkers. //They will create render pipeline separately but they can't migrate or create new Assets. class UniversalRenderPipelineGlobalSettingsPostprocessor : AssetPostprocessor { const string k_GraphicsSettingsPath = "ProjectSettings/GraphicsSettings.asset"; static void OnPostprocessAllAssets(string[] importedAssets , string[] __, string[] ___, string[] ____, bool didDomainReload) { if (didDomainReload || importedAssets.Contains(k_GraphicsSettingsPath)) UniversalRenderPipelineGlobalSettings.Ensure(); } } }