class in UnityEditor.AdaptivePerformance.Simulator.Editor
/
Inherits from:AdaptivePerformance.AdaptivePerformanceLoaderHelper
SimulatorProviderLoader implements the loader for the Adaptive Performance Device Simulator plugin.
Property | Description |
---|---|
Initialized | Returns if the provider loader was initialized successfully. |
Running | Returns if the provider loader is currently running. |
simulatorSubsystem | Returns the currently active Simulator Subsystem instance, if any. |
Method | Description |
---|---|
Deinitialize | Implementation of AdaptivePerformanceLoader.Deinitialize. |
GetDefaultSubsystem | Implementation of AdaptivePerformanceLoader.GetDefaultSubsystem |
GetSettings | Implementation of AdaptivePerformanceLoader.GetSettings. |
Initialize | Implementation of AdaptivePerformanceLoader.Initialize. |
Start | Implementation of AdaptivePerformanceLoader.Start. |
Stop | Implementation of AdaptivePerformanceLoader.Stop. |
Property | Description |
---|---|
Initialized | Returns if the provider loader was initialized successfully. |
Running | Returns if the provider loader is currently running. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Method | Description |
---|---|
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. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Method | Description |
---|---|
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. |
Method | Description |
---|---|
Destroy | Removes a GameObject, component, or asset. |
DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
CreateInstance | Creates an instance of a scriptable object. |
Operator | Description |
---|---|
bool | Does 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. |
Message | Description |
---|---|
Awake | Called when an instance of ScriptableObject is created. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | Reset to default values. |