Version: 2018.1 (switch to 2018.2 or 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Experimental: this API is experimental and might be changed or removed in the future.

PlayerLoopSystem

struct in UnityEngine.Experimental.LowLevel

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The representation of a single system being updated by the player loop in Unity.

This struct represents a single system in the player loop. A system can be one of Unity's built-in native systems, or you can new custom systems to add to the player loop using C#. Native systems can only be retrieved by calling PlayerLoop.GetDefaultPlayerLoop, and the parameters of them should not be modified.

Properties

loopConditionFunctionThe loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.
subSystemListA list of sub systems which run as part of this item in the player loop.
typeThis property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler.
updateDelegateA managed delegate. You can set this to create a new C# entrypoint in the player loop.
updateFunctionA native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop.

Did you find this page useful? Please give it a rating: