docs.unity3d.com
    Show / Hide Table of Contents

    Class AdaptivePerformanceLoader

    Adaptive Performance Loader abstract class used as a base class for specific provider implementations. Providers should implement subclasses of this to provide specific initialization and management implementations that make sense for their supported scenarios and needs.

    Inheritance
    Object
    UnityEngine.Object
    UnityEngine.ScriptableObject
    AdaptivePerformanceLoader
    AdaptivePerformanceLoaderHelper
    Inherited Members
    UnityEngine.ScriptableObject.SetDirty()
    UnityEngine.ScriptableObject.CreateInstance(System.String)
    UnityEngine.ScriptableObject.CreateInstance(System.Type)
    UnityEngine.ScriptableObject.CreateInstance<T>()
    UnityEngine.Object.GetInstanceID()
    UnityEngine.Object.GetHashCode()
    UnityEngine.Object.Equals(System.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Instantiate<T>(T)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
    UnityEngine.Object.Destroy(UnityEngine.Object)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
    UnityEngine.Object.FindObjectsOfType(System.Type)
    UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
    UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
    UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
    UnityEngine.Object.DestroyObject(UnityEngine.Object)
    UnityEngine.Object.FindSceneObjectsOfType(System.Type)
    UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
    UnityEngine.Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
    UnityEngine.Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
    UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
    UnityEngine.Object.FindObjectOfType(System.Type)
    UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
    UnityEngine.Object.ToString()
    UnityEngine.Object.name
    UnityEngine.Object.hideFlags
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEngine.AdaptivePerformance
    Syntax
    public abstract class AdaptivePerformanceLoader : ScriptableObject

    Properties

    Initialized

    Returns if the provider loader was initialized successfully.

    Declaration
    public abstract bool Initialized { get; }
    Property Value
    Type Description
    Boolean

    Running

    Returns if the provider loader is currently running.

    Declaration
    public abstract bool Running { get; }
    Property Value
    Type Description
    Boolean

    Methods

    Deinitialize()

    Ask loader to deinitialize all initialized subsystems.

    Declaration
    public virtual bool Deinitialize()
    Returns
    Type Description
    Boolean

    Whether or not deinitialization succeeded.

    GetDefaultSubsystem()

    Gets the loaded default subsystem.

    Declaration
    public abstract ISubsystem GetDefaultSubsystem()
    Returns
    Type Description
    UnityEngine.ISubsystem

    The loaded subsystem, or null if no default subsystem is loaded.

    GetLoadedSubsystem<T>()

    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.

    Declaration
    public abstract T GetLoadedSubsystem<T>()
        where T : class, ISubsystem
    Returns
    Type Description
    T

    The loaded subsystem, or null if no subsystem found.

    Type Parameters
    Name Description
    T

    Type of the subsystem to get.

    GetSettings()

    Gets the Settings of the loader used to descibe the loader and subsystems.

    Declaration
    public abstract IAdaptivePerformanceSettings GetSettings()
    Returns
    Type Description
    IAdaptivePerformanceSettings

    The settings of the loader.

    Initialize()

    Initialize the loader. This should initialize all subsystems to support the desired runtime setup this loader represents.

    Declaration
    public virtual bool Initialize()
    Returns
    Type Description
    Boolean

    Whether or not initialization succeeded.

    Start()

    Ask loader to start all initialized subsystems.

    Declaration
    public virtual bool Start()
    Returns
    Type Description
    Boolean

    Whether or not all subsystems were successfully started.

    Stop()

    Ask loader to stop all initialized subsystems.

    Declaration
    public virtual bool Stop()
    Returns
    Type Description
    Boolean

    Whether or not all subsystems were successfully stopped.

    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023