PostLateUpdate
Player loop phase that finishes the frame by updating renderers, UI, audio, and effects, and then rendering and presenting the frame.
阅读时间6 分钟最后更新于 5 天前
Definition
- Type: Struct
- Namespace: UnityEngine.PlayerLoop
- Assembly: UnityEngine.CoreModule
public struct PostLateUpdate
Remarks
PostLateUpdateThis 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 Order of execution for event functions.
Structs
Struct | Description |
|---|---|
| PostLateUpdate.AccessibilityLateUpdate | Native Player loop system that performs late per-frame updates for accessibility support, such as screen reader integration. |
| PostLateUpdate.BatchModeUpdate | Native Player loop system that performs end-of-frame cleanup in frames where Unity doesn't render or present, such as in batch mode. |
| PostLateUpdate.ClearImmediateRenderers | Native Player loop system that clears meshes drawn with Graphics.DrawMesh and similar methods at the end of the frame. |
| PostLateUpdate.DirectorLateUpdate | Native Player loop system that processes PlayableGraphs during the late update stage. |
| PostLateUpdate.DirectorRenderImage | Native Player loop system that processes PlayableGraph outputs that render to textures. |
| PostLateUpdate.EndGraphicsJobsAfterScriptLateUpdate | Native Player loop system that waits for the previous frame's graphics jobs to finish after scripts' late update. |
| PostLateUpdate.EnlightenRuntimeUpdate | Native Player loop system that updates Enlighten Realtime Global Illumination. |
| PostLateUpdate.FinishFrameRendering | Native Player loop system that renders all cameras for the current frame. |
| PostLateUpdate.GraphicsStateCollectionWarmup | Native Player loop system that warms up the graphics states in a graphics state collection after startup, optionally spread over several frames. |
| PostLateUpdate.GraphicsWarmupPreloadedShaders | Native Player loop system that warms up preloaded shaders after startup, optionally spread over several frames. |
| PostLateUpdate.GUIClearEvents | Native Player loop system that clears unconsumed IMGUI events at the end of the frame. |
| PostLateUpdate.InputEndFrame | Native Player loop system that clears per-frame legacy Input Manager state, such as the input string and key-down events. |
| PostLateUpdate.MemoryFrameMaintenance | Native Player loop system that performs per-frame maintenance for the engine's native memory manager. |
| PostLateUpdate.ObjectDispatcherPostLateUpdate | Native Player loop system that performs end-of-frame maintenance for the engine's internal object change tracking. |
| PostLateUpdate.ParticleSystemEndUpdateAll | Native Player loop system that waits for all Particle System updates to complete, so that their renderers are up to date before rendering. |
| PostLateUpdate.PhysicsSkinnedClothBeginUpdate | Native Player loop system that starts the Cloth update for the frame, including skinning and simulation. |
| PostLateUpdate.PhysicsSkinnedClothFinishUpdate | Native Player loop system that uploads simulated Cloth data to the GPU. |
| PostLateUpdate.PlayerEmitCanvasGeometry | Native Player loop system that generates geometry for on-screen and off-screen canvases before rendering. |
| PostLateUpdate.PlayerSendFrameComplete | Native Player loop system that resumes coroutines that yield WaitForEndOfFrame and notifies XR that the frame ended. |
| PostLateUpdate.PlayerSendFramePostPresent | Native Player loop system that notifies XR that the frame was presented. |
| PostLateUpdate.PlayerSendFrameStarted | Native Player loop system that signals the start of frame rendering to XR, the Input System package, and Application.onBeforeRender. |
| PostLateUpdate.PlayerUpdateCanvases | Native Player loop system that updates canvases and invokes Canvas.willRenderCanvases before rendering. |
| PostLateUpdate.PresentAfterDraw | Native Player loop system that ends the frame on the graphics device and presents it to the display. |
| PostLateUpdate.ProcessWebSendMessages | Player loop system for processing web messages that's part of the default Player loop but performs no work. |
| PostLateUpdate.ProfilerEndFrame | Native Player loop system that records the frame's Profiler counters and updates whether graphics jobs are temporarily disabled for profiling. |
| PostLateUpdate.ProfilerSynchronizeStats | Native Player loop system that finalizes and synchronizes the rendering statistics for the frame. |
| PostLateUpdate.ResetInputAxis | Native Player loop system that resets legacy input axes when a text field gains keyboard focus. |
| PostLateUpdate.ScriptRunDelayedDynamicFrameRate | Native Player loop system that runs delayed script calls queued after Update.ScriptRunDelayedDynamicFrameRate, such as MonoBehaviour.Start for scripts enabled during Update or LateUpdate. |
| PostLateUpdate.ShaderHandleErrors | Native Player loop system that processes shaders found to have errors during the frame. |
| PostLateUpdate.SortingGroupsUpdate | Native Player loop system that updates the sorting order of renderers in Sorting Group components. |
| PostLateUpdate.ThreadedLoadingDebug | Player loop system for debugging threaded loading that's part of the default Player loop but performs no work. |
| PostLateUpdate.TriggerEndOfFrameCallbacks | Native Player loop system that runs internal engine callbacks queued to execute at the end of the frame. |
| PostLateUpdate.UpdateAllRenderers | Native Player loop system that updates renderer data, such as bounds and transforms, before the frame renders. |
| PostLateUpdate.UpdateAllSkinnedMeshes | Native Player loop system that performs mesh skinning for all Skinned Mesh Renderer components before rendering. |
| PostLateUpdate.UpdateAudio | Native Player loop system that updates the audio system for the current frame. |
| PostLateUpdate.UpdateCanvasRectTransform | Player loop system for updating Canvas RectTransforms that isn't part of the default Player loop. |
| PostLateUpdate.UpdateCaptureScreenshot | Native Player loop system that captures screenshots requested with ScreenCapture.CaptureScreenshot. |
| PostLateUpdate.UpdateCustomRenderTextures | Native Player loop system that updates Custom Render Textures that need to update. |
| PostLateUpdate.UpdateLightProbeProxyVolumes | Native Player loop system that updates Light Probe Proxy Volume components. |
| PostLateUpdate.UpdateRectTransform | Native Player loop system that updates RectTransform components whose Transforms changed during the frame. |
| PostLateUpdate.UpdateResolution | Native Player loop system that applies pending screen resolution changes, such as those requested with Screen.SetResolution. |
| PostLateUpdate.UpdateVideo | Native Player loop system that renders Video Player output for the current frame. |
| PostLateUpdate.UpdateVideoTextures | Native Player loop system that updates the contents of video textures, such as webcam textures. |
| PostLateUpdate.VFXUpdate | Native Player loop system that updates and simulates Visual Effect Graph effects. |
| PostLateUpdate.XRPostLateUpdate | Native Player loop system that performs the late update for XR, after scripts update and before rendering. |
| PostLateUpdate.XRPostPresent | Player loop system for XR post-present work that isn't part of the default Player loop. |
| PostLateUpdate.XRPreEndFrame | Native Player loop system that performs XR work just before the end of the frame. |