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script:unityengine:classes:gl:gl.issuepluginevent

GL.IssuePluginEvent 发布插件事件

JavaScript ⇒ public static function IssuePluginEvent(eventID: int): void;
C# ⇒ public static void IssuePluginEvent(int eventID);

Description 描述

Send a user-defined event to a native code plugin.

发送一个用户定义的事件到一个本地代码插件。

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.

如果该平台可用的GPU允许Unity可以多线程渲染。当使用多线程时,渲染API命令一个线程从其中一个运行的脚本上完全独立。所以,你的插件可能不会立即渲染,因此它可能会影响什么渲染线程正在做的时间。 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.

为了从插件做任何渲染,应该从脚本调用GL.IssuePluginEvent,这将使您的本地插件可以被渲染线程调用。如果你从相机的OnPostRender函数调用GL.IssuePluginEvent,你将会在相机渲染完成后立即得到一个插件回调。

See Native Plugin Interface for more details and an example.

参见Native Plugin Interface手册例子。

See Also: SystemInfo.graphicsMultiThreaded.

C#:

protected IEnumerator CallPluginAtEndOfFrames()
	{
		while (true)
		{
			// Wait until all frame rendering is done
			yield return new WaitForEndOfFrame();
			#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_EDITOR
			GL.IssuePluginEvent(1);
			#elif UNITY_IPHONE || UNITY_ANDROID
			UnityRenderEvent(1);
			#endif
		}
	}

GL

script/unityengine/classes/gl/gl.issuepluginevent.txt · 最后更改: 2016/08/02 05:24 (外部编辑)