Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

StreamingController

class in UnityEngine

/

Inherits from:Behaviour

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

A StreamingController controls the streaming settings for an individual camera location.

The StreamingController component is used to control texture streaming settings for a camera location. This component supports the preloading of textures in advance of a Camera becoming enabled. See SetPreloading

The QualitySettings.streamingMipmapsFeature must be enabled and active for this feature to work.

The Camera is not considered for texture streaming when this component is disabled. When this component is enabled the Camera is considered for texture streaming if the Camera is enabled or the StreamingController is in the preloading state.

A mipmap bias can be applied for texture streaming calculations. See streamingMipmapBias for details.

See Also: camera component.

Properties

streamingMipmapBiasOffset applied to the mipmap level chosen by the texture streaming system for any textures visible from this camera. This Offset can take either a positive or negative value.

Public Methods

CancelPreloadingAbort preloading.
IsPreloadingUsed to find out whether the StreamingController is currently preloading texture mipmaps.
SetPreloadingInitiate preloading of streaming data for this camera.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答