| Parameter | Description |
|---|---|
| lightProbes | The LightProbes object to query for its reference count. |
int
The current reference count. A value greater than 0 means the object is registered for use in rendering.
Gets the number of times lightProbes has been registered using LightProbes.Append without a corresponding LightProbes.Remove.
The reference count increments with each call to LightProbes.Append and decrements with each call to LightProbes.Remove. When it reaches zero, the object is no longer registered for use in rendering. Loading or unloading a scene that contains light probes has the same effect, because Unity calls LightProbes.Append and LightProbes.Remove automatically for the LightProbes objects belonging to that scene.
Additional resources: LightProbes.Append, LightProbes.Remove, LightProbes.IsActive.
// Attach this script to a GameObject, then enter Play mode. // The script appends a LightProbes object twice, then removes it, logging the // reference count at each step so you can observe how it increments and decrements.
using UnityEngine; using UnityEngine.Rendering;
public class GetReferenceCountExample : MonoBehaviour { void Start() { LightProbes probes = new LightProbes(1); probes.SetPositionsSelf(new Vector3[] { transform.position }, false); probes.SetSHCoefficientsSelf(new SphericalHarmonicsL2[1]);
LightProbes.Append(probes); LightProbes.Append(probes); Debug.Log($"After two Append calls: {LightProbes.GetReferenceCount(probes)}");
LightProbes.Remove(probes); Debug.Log($"After one Remove call: {LightProbes.GetReferenceCount(probes)}");
LightProbes.Remove(probes); Debug.Log($"After two Remove calls: {LightProbes.GetReferenceCount(probes)}");
LightProbes.Tetrahedralize(); } }