renderId | An integer representing the RenderID as returned by the RenderProbe method. |
bool
True if the render has finished, false otherwise.
See Also: timeSlicingMode
Checks if a probe has finished a time-sliced render.
#pragma strict public class UpdateProbeEvery2Seconds extends MonoBehaviour { private var RenderId: int = -1; private var TheProbe: ReflectionProbe; public var TargetTexture: RenderTexture; function Start() { TheProbe = GetComponent.<ReflectionProbe>(); // set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame. TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce; while ( true ) { new WaitForSeconds(2.0f)// render the probe over several frames and blit into TargetTexture once finished. RenderId = TheProbe.RenderProbe(TargetTexture); } } function Update() { if (TheProbe.IsFinishedRendering(RenderId)) { // Probe has finished rendering, do something with the render texture } } }
using UnityEngine; using System.Collections;
public class UpdateProbeEvery2Seconds : MonoBehaviour { private int RenderId = -1; private ReflectionProbe TheProbe; public RenderTexture TargetTexture;
IEnumerator Start() { TheProbe = GetComponent<ReflectionProbe>();
// set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame. TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce; while (true) { yield return new WaitForSeconds(2.0f);
// render the probe over several frames and blit into TargetTexture once finished. RenderId = TheProbe.RenderProbe(TargetTexture); } }
void Update() { if (TheProbe.IsFinishedRendering(RenderId)) { // Probe has finished rendering, do something with the render texture } } }