Version: 2020.2
언어: 한국어

PlayerLoopSystem

struct in UnityEngine.LowLevel

매뉴얼로 전환

설명

The representation of a single system being updated by the player loop in Unity.

This struct represents a single system in the player loop. A system can be one of Unity's built-in native systems, or you can new custom systems to add to the player loop using C#. Native systems can only be retrieved by calling PlayerLoop.GetDefaultPlayerLoop, and the parameters of them should not be modified.

변수

loopConditionFunctionThe loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.
subSystemListA list of sub systems which run as part of this item in the player loop.
typeThis property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler.
updateDelegateA managed delegate. You can set this to create a new C# entrypoint in the player loop.
updateFunctionA native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961