Why the dependency to VFXManager in URP ScriptableRenderer.cs?

Why the dependency to VFXManager in URP?

Isn’t it an opportunity to find a design that allows the same functionality, but without having to add dependencies to other packages?

Maybe put yourself in the shoes of third party who can’t hard-code dependencies right into Unity code.

1 Like

Isn’t this a fairly common practice, even among 3rd party asset developers? I know that plenty of the assets I use have integrations with other assets, which they manage using precompile directives like this.

Sorry for not knowing the significance of what’s actually being called here, but it seems like it follows a standard pattern, and I wouldn’t strictly call it a “dependency”, since it won’t be included/called if you don’t already have VFX Graph in the project. I guess the question is, if you don’t have VFX graph in a project, does the code before/after that snippet work properly?