IsActive(LightProbes)
Indicates whether the LightProbes object is currently registered for use in rendering.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public static bool IsActive(LightProbes lightProbes)
Parameters
The object to query for its active status.
LightProbesReturns
Type | Description |
|---|---|
| bool | |
Remarks
An object becomes active after a call to LightProbes.Append, and remains active until a corresponding number of LightProbes.Remove calls bring its reference count back to zero. While inactive, the object is not registered for use in rendering. Loading or unloading a scene that contains light probes has the same effect, because Unity calls LightProbes.Append and LightProbes.Remove automatically for the objects belonging to that scene.
LightProbesExamples
// Attach this script to a GameObject, then enter Play mode.// The script appends a LightProbes object twice, then removes it, logging whether// it is active at each step so you can observe when it is registered for rendering.using UnityEngine;using UnityEngine.Rendering;public class IsActiveExample : MonoBehaviour{ void Start() { LightProbes probes = new LightProbes(1); probes.SetPositionsSelf(new Vector3[] { transform.position }, false); probes.SetSHCoefficientsSelf(new SphericalHarmonicsL2[1]); LightProbes.Append(probes); LightProbes.Append(probes); Debug.Log($"After two Append calls: {LightProbes.IsActive(probes)}"); LightProbes.Remove(probes); Debug.Log($"After one Remove call: {LightProbes.IsActive(probes)}"); LightProbes.Remove(probes); Debug.Log($"After two Remove calls: {LightProbes.IsActive(probes)}"); LightProbes.Tetrahedralize(); }}