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Unity Engine

Unity Engine

PostLateUpdate

Player loop phase that finishes the frame by updating renderers, UI, audio, and effects, and then rendering and presenting the frame.
Read time 6 minutesLast updated 5 days ago

Definition

public struct PostLateUpdate

Remarks

PostLateUpdate
is the last phase in each iteration of the Player loop. Systems in this phase update canvases, audio, visual effects, renderers, and skinned meshes, render and present the frame, resume coroutines that yield WaitForEndOfFrame, and perform end-of-frame maintenance for input, memory, and the Profiler. In the Editor, Unity renders and presents the Game view, and resumes coroutines that yield WaitForEndOfFrame, outside the Player loop, so the systems that do this work in Players don't do anything in the Editor.
This struct identifies a phase of the Player loop. It has no members. In the default Player loop, the
PlayerLoopSystem
for this phase contains a PlayerLoopSystem.subSystemList of native engine systems, each identified by one of the structs nested in this type.
Use this type with PlayerLoopSystem.type to find the phase when you add your own systems to it, or when you reorder, replace, or remove the systems it contains. If you remove or replace a native system, Unity no longer performs that system's work, so the related engine feature might stop working. Some native systems are active only in the Editor, only in Players, or only on platforms and configurations that support the related feature. Elsewhere, those systems remain in the Player loop but don't do anything.

Structs

Struct

Description

PostLateUpdate.AccessibilityLateUpdateNative Player loop system that performs late per-frame updates for accessibility support, such as screen reader integration.
PostLateUpdate.BatchModeUpdateNative Player loop system that performs end-of-frame cleanup in frames where Unity doesn't render or present, such as in batch mode.
PostLateUpdate.ClearImmediateRenderersNative Player loop system that clears meshes drawn with Graphics.DrawMesh and similar methods at the end of the frame.
PostLateUpdate.DirectorLateUpdateNative Player loop system that processes PlayableGraphs during the late update stage.
PostLateUpdate.DirectorRenderImageNative Player loop system that processes PlayableGraph outputs that render to textures.
PostLateUpdate.EndGraphicsJobsAfterScriptLateUpdateNative Player loop system that waits for the previous frame's graphics jobs to finish after scripts' late update.
PostLateUpdate.EnlightenRuntimeUpdateNative Player loop system that updates Enlighten Realtime Global Illumination.
PostLateUpdate.FinishFrameRenderingNative Player loop system that renders all cameras for the current frame.
PostLateUpdate.GraphicsStateCollectionWarmupNative Player loop system that warms up the graphics states in a graphics state collection after startup, optionally spread over several frames.
PostLateUpdate.GraphicsWarmupPreloadedShadersNative Player loop system that warms up preloaded shaders after startup, optionally spread over several frames.
PostLateUpdate.GUIClearEventsNative Player loop system that clears unconsumed IMGUI events at the end of the frame.
PostLateUpdate.InputEndFrameNative Player loop system that clears per-frame legacy Input Manager state, such as the input string and key-down events.
PostLateUpdate.MemoryFrameMaintenanceNative Player loop system that performs per-frame maintenance for the engine's native memory manager.
PostLateUpdate.ObjectDispatcherPostLateUpdateNative Player loop system that performs end-of-frame maintenance for the engine's internal object change tracking.
PostLateUpdate.ParticleSystemEndUpdateAllNative Player loop system that waits for all Particle System updates to complete, so that their renderers are up to date before rendering.
PostLateUpdate.PhysicsSkinnedClothBeginUpdateNative Player loop system that starts the Cloth update for the frame, including skinning and simulation.
PostLateUpdate.PhysicsSkinnedClothFinishUpdateNative Player loop system that uploads simulated Cloth data to the GPU.
PostLateUpdate.PlayerEmitCanvasGeometryNative Player loop system that generates geometry for on-screen and off-screen canvases before rendering.
PostLateUpdate.PlayerSendFrameCompleteNative Player loop system that resumes coroutines that yield WaitForEndOfFrame and notifies XR that the frame ended.
PostLateUpdate.PlayerSendFramePostPresentNative Player loop system that notifies XR that the frame was presented.
PostLateUpdate.PlayerSendFrameStartedNative Player loop system that signals the start of frame rendering to XR, the Input System package, and Application.onBeforeRender.
PostLateUpdate.PlayerUpdateCanvasesNative Player loop system that updates canvases and invokes Canvas.willRenderCanvases before rendering.
PostLateUpdate.PresentAfterDrawNative Player loop system that ends the frame on the graphics device and presents it to the display.
PostLateUpdate.ProcessWebSendMessagesPlayer loop system for processing web messages that's part of the default Player loop but performs no work.
PostLateUpdate.ProfilerEndFrameNative Player loop system that records the frame's Profiler counters and updates whether graphics jobs are temporarily disabled for profiling.
PostLateUpdate.ProfilerSynchronizeStatsNative Player loop system that finalizes and synchronizes the rendering statistics for the frame.
PostLateUpdate.ResetInputAxisNative Player loop system that resets legacy input axes when a text field gains keyboard focus.
PostLateUpdate.ScriptRunDelayedDynamicFrameRateNative Player loop system that runs delayed script calls queued after Update.ScriptRunDelayedDynamicFrameRate, such as MonoBehaviour.Start for scripts enabled during Update or LateUpdate.
PostLateUpdate.ShaderHandleErrorsNative Player loop system that processes shaders found to have errors during the frame.
PostLateUpdate.SortingGroupsUpdateNative Player loop system that updates the sorting order of renderers in Sorting Group components.
PostLateUpdate.ThreadedLoadingDebugPlayer loop system for debugging threaded loading that's part of the default Player loop but performs no work.
PostLateUpdate.TriggerEndOfFrameCallbacksNative Player loop system that runs internal engine callbacks queued to execute at the end of the frame.
PostLateUpdate.UpdateAllRenderersNative Player loop system that updates renderer data, such as bounds and transforms, before the frame renders.
PostLateUpdate.UpdateAllSkinnedMeshesNative Player loop system that performs mesh skinning for all Skinned Mesh Renderer components before rendering.
PostLateUpdate.UpdateAudioNative Player loop system that updates the audio system for the current frame.
PostLateUpdate.UpdateCanvasRectTransformPlayer loop system for updating Canvas RectTransforms that isn't part of the default Player loop.
PostLateUpdate.UpdateCaptureScreenshotNative Player loop system that captures screenshots requested with ScreenCapture.CaptureScreenshot.
PostLateUpdate.UpdateCustomRenderTexturesNative Player loop system that updates Custom Render Textures that need to update.
PostLateUpdate.UpdateLightProbeProxyVolumesNative Player loop system that updates Light Probe Proxy Volume components.
PostLateUpdate.UpdateRectTransformNative Player loop system that updates RectTransform components whose Transforms changed during the frame.
PostLateUpdate.UpdateResolutionNative Player loop system that applies pending screen resolution changes, such as those requested with Screen.SetResolution.
PostLateUpdate.UpdateVideoNative Player loop system that renders Video Player output for the current frame.
PostLateUpdate.UpdateVideoTexturesNative Player loop system that updates the contents of video textures, such as webcam textures.
PostLateUpdate.VFXUpdateNative Player loop system that updates and simulates Visual Effect Graph effects.
PostLateUpdate.XRPostLateUpdateNative Player loop system that performs the late update for XR, after scripts update and before rendering.
PostLateUpdate.XRPostPresentPlayer loop system for XR post-present work that isn't part of the default Player loop.
PostLateUpdate.XRPreEndFrameNative Player loop system that performs XR work just before the end of the frame.