eventID | 要发送给回调的用户定义 ID。 |
callback | 排队等待 Unity 的渲染器调用的本机代码回调。 |
向本机代码插件发送用户定义的事件。
如果平台和可用 CPU 数允许,则在 Unity 中的渲染可以是
多线程的。当使用多线程渲染时,
执行这些渲染 API 命令的线程完全
独立于运行脚本的线程。因此,
您的插件无法立即开始渲染,
因为它可能会干扰渲染线程此时正在进行的工作。
为了从该插件进行任何渲染,您应通过脚本调用
GL.IssuePluginEvent,这将导致您的原生
插件从渲染线程调用。例如,如果您
从摄像机的 OnPostRender 函数调用 GL.IssuePluginEvent,则在该摄像机已完成渲染后,
您将立即获得插件回调。
回调必须是签名为“void UNITY_INTERFACE_API UnityRenderingEvent(int eventId)”的原生函数。
有关详细信息和示例,
请参阅Native Plugin Interface。
另请参阅:SystemInfo.graphicsMultiThreaded。
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