PreLateUpdate
Player loop phase that updates animation, NavMesh obstacles, UI Toolkit, constraints, and particles, and then calls MonoBehaviour.LateUpdate.
Read time 3 minutesLast updated 5 days ago
Definition
- Type: Struct
- Namespace: UnityEngine.PlayerLoop
- Assembly: UnityEngine.CoreModule
public struct PreLateUpdate
Remarks
PreLateUpdateUpdatePostLateUpdateFixedUpdateThis struct identifies a phase of the Player loop. It has no members. In the default Player loop, the for this phase contains a PlayerLoopSystem.subSystemList of native engine systems, each identified by one of the structs nested in this type.
PlayerLoopSystemUse 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.
For more information, refer to Customizing the Player loop and Event function execution order.
Structs
Struct | Description |
|---|---|
| PreLateUpdate.AccessibilityUpdate | Native Player loop system that performs per-frame updates for accessibility support, such as screen reader integration. |
| PreLateUpdate.AIUpdatePostScript | Native Player loop system that updates NavMesh Obstacle components and starts NavMesh carving after MonoBehaviour.Update runs. |
| PreLateUpdate.ConstraintManagerUpdate | Native Player loop system that updates animation constraint components, such as Position Constraint and Aim Constraint. |
| PreLateUpdate.DirectorDeferredEvaluate | Native Player loop system that evaluates PlayableGraphs whose evaluation was deferred, and dispatches PlayableGraph notifications. |
| PreLateUpdate.DirectorUpdateAnimationBegin | Native Player loop system that starts the per-frame evaluation of Animator components and animation PlayableGraphs. |
| PreLateUpdate.DirectorUpdateAnimationEnd | Native Player loop system that completes the per-frame evaluation of Animator components and animation PlayableGraphs. |
| PreLateUpdate.EndGraphicsJobsAfterScriptUpdate | Native Player loop system that waits for the previous frame's graphics jobs to finish after scripts update. |
| PreLateUpdate.LegacyAnimationUpdate | Native Player loop system that updates legacy Animation components after MonoBehaviour.Update runs. |
| PreLateUpdate.ParticleSystemBeginUpdateAll | Native Player loop system that starts the per-frame update of all Particle Systems. |
| PreLateUpdate.Physics2DLateUpdate | Native Player loop system that runs the 2D physics simulation step when 2D physics is set to simulate in the Update loop. |
| PreLateUpdate.PhysicsCore2DLateUpdate | Native Player loop system that simulates the low-level 2D physics worlds in the Unity.U2D.Physics namespace that are set to simulate in the Update loop. |
| PreLateUpdate.PhysicsLateUpdate | Native Player loop system that runs the 3D physics simulation step when 3D physics is set to simulate in the Update loop. |
| PreLateUpdate.ScriptRunBehaviourLateUpdate | Native Player loop system that calls MonoBehaviour.LateUpdate on all active scripts. |
| PreLateUpdate.UIElementsUpdatePanels | Native Player loop system that updates runtime UI Toolkit panels. |
| PreLateUpdate.UpdateMasterServerInterface | Player loop system for the removed legacy networking system that isn't part of the default Player loop. |
| PreLateUpdate.UpdateNetworkManager | Player loop system for the removed legacy networking system that isn't part of the default Player loop. |