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Unity Engine


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

lightProbes

The
LightProbes
object to query for its active status.

Returns

Type

Description

bool
true
if the reference count is greater than zero; otherwise
false
.

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
LightProbes
objects belonging to that scene.

Examples

// 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(); }}