The representation of a single system being updated by the player loop in Unity.
This struct represents a single system in the player loop. A system can be one of Unity's built-in native systems, or you can new custom systems to add to the player loop using C#. Native systems can only be retrieved by calling PlayerLoop.GetDefaultPlayerLoop, and the parameters of them should not be modified.
loopConditionFunction | The loop condition for a native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. |
subSystemList | A list of sub systems which run as part of this item in the player loop. |
type | This property is used to identify which native system this belongs to, or to get the name of the managed system to show in the profiler. |
updateDelegate | A managed delegate. You can set this to create a new C# entrypoint in the player loop. |
updateFunction | A native engine system. To get a valid value for this, you must copy it from one of the PlayerLoopSystems returned by PlayerLoop.GetDefaultPlayerLoop. |
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