Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

SimulatorProviderLoader

class in UnityEditor.AdaptivePerformance.Simulator.Editor

/

Inherits from:AdaptivePerformance.AdaptivePerformanceLoaderHelper

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

SimulatorProviderLoader implements the loader for the Adaptive Performance Device Simulator plugin.

Properties

Property Description
Initialized Returns if the provider loader was initialized successfully.
Running Returns if the provider loader is currently running.
simulatorSubsystemReturns the currently active Simulator Subsystem instance, if any.

Public Methods

Method Description
DeinitializeImplementation of AdaptivePerformanceLoader.Deinitialize.
GetDefaultSubsystem Implementation of AdaptivePerformanceLoader.GetDefaultSubsystem
GetSettings Implementation of AdaptivePerformanceLoader.GetSettings.
InitializeImplementation of AdaptivePerformanceLoader.Initialize.
StartImplementation of AdaptivePerformanceLoader.Start.
StopImplementation of AdaptivePerformanceLoader.Stop.

Inherited Members

Properties

PropertyDescription
Initialized Returns if the provider loader was initialized successfully.
Running Returns if the provider loader is currently running.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

MethodDescription
GetLoadedSubsystem Gets the loaded subsystem of the specified type. This is implementation-specific, because implementations contain data on what they have loaded and how best to get it.
GetLoadedSubsystem Gets the loaded subsystem of the specified type. This is implementation-specific, because implementations contain data on what they have loaded and how best to get it.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Protected Methods

MethodDescription
CreateSubsystem Creates a subsystem with a given list of descriptors and a specific subsystem id.
DestroySubsystem Destroy a subsystem instance of a given type. Subsystem is assumed to already be loaded from a previous call to CreateSubsystem.
StartSubsystem Start a subsystem instance of a given type. Subsystem is assumed to already be loaded from a previous call to CreateSubsystem.
StopSubsystem Stop a subsystem instance of a given type. Subsystem is assumed to already be loaded from a previous call to CreateSubsystem.

Static Methods

MethodDescription
DestroyRemoves a GameObject, component, or asset.
DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
CreateInstanceCreates an instance of a scriptable object.

Operators

OperatorDescription
boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

MessageDescription
AwakeCalled when an instance of ScriptableObject is created.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.