| Parameter | Description |
|---|---|
| lightProbes | The LightProbes object to query for its active status. |
bool
true if the reference count is greater than zero; otherwise false.
Indicates whether the LightProbes object is currently registered for use in rendering.
An object becomes active after a call to LightProbes.Append, and remains active until a corresponding number of LightProbes.Remove calls bring its reference count back to zero. While inactive, the object is not 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.GetReferenceCount.
// Attach this script to a GameObject, then enter Play mode. // The script appends a LightProbes object twice, then removes it, logging whether // it is active at each step so you can observe when it is registered for rendering.
using UnityEngine; using UnityEngine.Rendering;
public class IsActiveExample : 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($"After two Append calls: {LightProbes.IsActive(probes)}");
LightProbes.Remove(probes); Debug.Log($"After one Remove call: {LightProbes.IsActive(probes)}");
LightProbes.Remove(probes); Debug.Log($"After two Remove calls: {LightProbes.IsActive(probes)}");
LightProbes.Tetrahedralize(); } }