在需要(重新)生成 VisualElement 可视内容时调用。
当处理时,可以在 VisualElement 的内容区域中生成自定义几何体。 仅当检测到 VisualElement 需要重新生成其可视内容时,才调用此委托。刷新面板时,并非每帧都调用它。生成的内容将被缓存并保持不变,直到 VisualElement 上影响可视内容的属性发生更改或调用了 VisualElement.MarkDirtyRepaint。 在此委托的处理程序中执行代码时,限制更改 VisualElement 的任何属性。正确的处理程序应将 VisualElement 视为“只读”,并在不引起副作用的情况下生成几何体。在此事件期间对 VisualElement 所做的更改可能会丢失或至少是滞后出现。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.