Version: 2019.1 (switch to 2018.3 or 2017.4)
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  • C#
Experimental: this API is experimental and might be changed or removed in the future.

PlayerLoopSystem

struct in UnityEngine.Experimental.LowLevel

/

Implemented in:UnityEngine.CoreModule

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Description

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.

Properties

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.

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