Returns a Player loop system representing the current update order of all engine systems in Unity.
The PlayerLoopSystem returned by this method can be modified to create a custom update order which you can set using SetPlayerLoop. If no custom loop has been set with SetPlayerLoop, then GetCurrentPlayerLoop
returns the same result as GetDefaultPlayerLoop.
Additional resources: PlayerLoopSystem
using System.Text; using UnityEngine.LowLevel; using UnityEngine;
public static class PrintCurrentPlayerLoop { //Retrieve the current Player loop system and iterate over its subsystems to print them.
//Run this method on runtime initialization [RuntimeInitializeOnLoadMethod] private static void AppStart() { StringBuilder sb = new(); // Pass the current Player loop to the recursive print function RecursivePlayerLoopPrint(PlayerLoop.GetCurrentPlayerLoop(), sb, 0); Debug.Log(sb.ToString()); } // Loop through the Player loop tree structure and add the names of the systems to the StringBuilder private static void RecursivePlayerLoopPrint(PlayerLoopSystem playerLoopSystem, StringBuilder sb, int depth) { if (depth == 0) { sb.AppendLine("ROOT NODE"); } else if (playerLoopSystem.type != null) { for (int i = 0; i < depth; i++) { sb.Append("\t"); } sb.AppendLine(playerLoopSystem.type.Name); } if (playerLoopSystem.subSystemList != null) { depth++; foreach (var s in playerLoopSystem.subSystemList) { RecursivePlayerLoopPrint(s, sb, depth); } depth--; } } }