Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

LightProbes.TetrahedralizeAsync

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

Declaration

public static void TetrahedralizeAsync();

Description

Asynchronously tetrahedralize all currently loaded LightProbe positions.

Call this function to asynchronously calculate a Delaunay tetrahedralization of all currently loaded LightProbe positions, and update the LightProbes object with the result. Note that Unity does not raise an event when this asynchronous method completes.

Call this method after you load a Scene with LoadSceneMode.Additive, or unload a Scene with SceneManager.UnloadSceneAsync. Note that updating the tetrahedral tessellation is CPU-intensive. For more information, see Light Probes and Scene loading.

using UnityEngine;
using UnityEngine.SceneManagement;

public class TetrahedralizeAsyncExample : MonoBehaviour { void Start() { // Additively load a Scene containing light probes SceneManager.LoadScene("ExampleScene", LoadSceneMode.Additive);

// Force Unity to asynchronously regenerate the tetrahedral tesselation for all loaded Scenes LightProbes.TetrahedralizeAsync(); } }