eventID | コールバックに送信するためにユーザーが定義する ID |
callback | Unity のレンダラーを起動させるために Queue するネイティブコードコールバック |
ネイティブコードプラグインにユーザーが定義したイベントを送信します
Rendering in Unity can be multithreaded if the platform and number
of available CPUs will allow for it. When multithreaded rendering is
used, the rendering API commands happen on a thread which is
completely separate from the one that runs the scripts. Consequently,
it is not possible for your plugin to start rendering immediately,
since it might interfere with what the render thread is doing at the time.
In order to do any rendering from the plugin, you should call
GL.IssuePluginEvent from your script, which will cause your native
plugin to be called from the render thread. For example, if you
call GL.IssuePluginEvent from the camera's OnPostRender function, you'll
get a plugin callback immediately after the camera has finished rendering.
コールバックは "void UNITY_INTERFACE_API UnityRenderingEvent(int eventId)" 署名のネイティブ関数でなければありません。
See Native Plugin Interface for more details
and an example.
Additional resources: SystemInfo.graphicsMultiThreaded.