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| void PlayerLoop() { ReentrancyChecker checker(&s_InsidePlayerLoop); if (!checker.IsOK()) { ErrorString("An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. " "Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it."); return; }
#if FRAME_DEBUGGER_REMOTE_PLAYER if (FrameDebugger::IsLocalEnabled()) { FrameDebugger::PlayerLoop(); return; } #endif
::SetWorldPlayingThisFrame(IsWorldPlaying());
CALL_UPDATE_MODULAR(Initialization, PlayerUpdateTime); CALL_UPDATE_MODULAR(Initialization, AsyncUploadTimeSlicedUpdate); CALL_UPDATE_MODULAR(Initialization, SynchronizeInputs); CALL_UPDATE_MODULAR(Initialization, SynchronizeState); CALL_UPDATE_MODULAR(Initialization, XREarlyUpdate);
CALL_UPDATE_MODULAR(EarlyUpdate, PollPlayerConnection); CALL_UPDATE_MODULAR(EarlyUpdate, ProfilerStartFrame); CALL_UPDATE_MODULAR(EarlyUpdate, GpuTimestamp); CALL_UPDATE_MODULAR(EarlyUpdate, UnityConnectClientUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, CloudWebServicesUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, NScreenUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, UnityWebRequestUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, ExecuteMainThreadJobs); CALL_UPDATE_MODULAR(EarlyUpdate, ProcessMouseInWindow); CALL_UPDATE_MODULAR(EarlyUpdate, ClearIntermediateRenderers); CALL_UPDATE_MODULAR(EarlyUpdate, ClearLines); CALL_UPDATE_MODULAR(EarlyUpdate, PresentBeforeUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, ResetFrameStatsAfterPresent); CALL_UPDATE_MODULAR(EarlyUpdate, UpdateAllUnityWebStreams);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateTextureStreamingManager); CALL_UPDATE_MODULAR(EarlyUpdate, UpdatePreloading); CALL_UPDATE_MODULAR(EarlyUpdate, RendererNotifyInvisible); CALL_UPDATE_MODULAR(EarlyUpdate, PlayerCleanupCachedData);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateMainGameViewRect);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateCanvasRectTransform);
CALL_UPDATE_MODULAR(EarlyUpdate, UpdateInputManager); CALL_UPDATE_MODULAR(EarlyUpdate, ProcessRemoteInput); CALL_UPDATE_MODULAR(EarlyUpdate, XRUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, TangoUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, ScriptRunDelayedStartupFrame); CALL_UPDATE_MODULAR(EarlyUpdate, UpdateKinect); CALL_UPDATE_MODULAR(EarlyUpdate, DeliverIosPlatformEvents); CALL_UPDATE_MODULAR(EarlyUpdate, DispatchEventQueueEvents); CALL_UPDATE_MODULAR(EarlyUpdate, DirectorSampleTime); CALL_UPDATE_MODULAR(EarlyUpdate, PhysicsResetInterpolatedTransformPosition); CALL_UPDATE_MODULAR(EarlyUpdate, NewInputBeginFrame); CALL_UPDATE_MODULAR(EarlyUpdate, SpriteAtlasManagerUpdate); CALL_UPDATE_MODULAR(EarlyUpdate, PerformanceAnalyticsUpdate);
while (GetTimeManager().StepFixedTime()) { CALL_UPDATE_MODULAR(FixedUpdate, ClearLines); CALL_UPDATE_MODULAR(FixedUpdate, NewInputEndFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedSampleTime); CALL_UPDATE_MODULAR(FixedUpdate, AudioFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunBehaviourFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, LegacyFixedAnimationUpdate); CALL_UPDATE_MODULAR(FixedUpdate, XRFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, PhysicsFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, Physics2DFixedUpdate); CALL_UPDATE_MODULAR(FixedUpdate, DirectorFixedUpdatePostPhysics); CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunDelayedFixedFrameRate); CALL_UPDATE_MODULAR(FixedUpdate, ScriptRunDelayedTasks); CALL_UPDATE_MODULAR(FixedUpdate, NewInputBeginFixedUpdate); }
CALL_UPDATE_MODULAR(PreUpdate, PhysicsUpdate); CALL_UPDATE_MODULAR(PreUpdate, Physics2DUpdate); CALL_UPDATE_MODULAR(PreUpdate, CheckTexFieldInput); CALL_UPDATE_MODULAR(PreUpdate, IMGUISendQueuedEvents); CALL_UPDATE_MODULAR(PreUpdate, NewInputUpdate); CALL_UPDATE_MODULAR(PreUpdate, SendMouseEvents); CALL_UPDATE_MODULAR(PreUpdate, AIUpdate); CALL_UPDATE_MODULAR(PreUpdate, WindUpdate); CALL_UPDATE_MODULAR(PreUpdate, UpdateVideo);
CALL_UPDATE_MODULAR(Update, ScriptRunBehaviourUpdate); CALL_UPDATE_MODULAR(Update, DirectorUpdate); CALL_UPDATE_MODULAR(Update, ScriptRunDelayedDynamicFrameRate);
CALL_UPDATE_MODULAR(PreLateUpdate, AIUpdatePostScript); CALL_UPDATE_MODULAR(PreLateUpdate, DirectorUpdateAnimationBegin); CALL_UPDATE_MODULAR(PreLateUpdate, LegacyAnimationUpdate); CALL_UPDATE_MODULAR(PreLateUpdate, DirectorUpdateAnimationEnd); CALL_UPDATE_MODULAR(PreLateUpdate, DirectorDeferredEvaluate); CALL_UPDATE_MODULAR(PreLateUpdate, UpdateNetworkManager); CALL_UPDATE_MODULAR(PreLateUpdate, UpdateMasterServerInterface); CALL_UPDATE_MODULAR(PreLateUpdate, UNetUpdate); CALL_UPDATE_MODULAR(PreLateUpdate, EndGraphicsJobsLate); CALL_UPDATE_MODULAR(PreLateUpdate, ParticleSystemBeginUpdateAll); CALL_UPDATE_MODULAR(PreLateUpdate, ScriptRunBehaviourLateUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFrameStarted); CALL_UPDATE_MODULAR(PostLateUpdate, DirectorLateUpdate); CALL_UPDATE_MODULAR(PostLateUpdate, ScriptRunDelayedDynamicFrameRate); CALL_UPDATE_MODULAR(PostLateUpdate, PhysicsSkinnedClothBeginUpdate); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCanvasRectTransform); CALL_UPDATE_MODULAR(PostLateUpdate, PlayerUpdateCanvases); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAudio); CALL_UPDATE_MODULAR(PostLateUpdate, ParticlesLegacyUpdateAllParticleSystems); CALL_UPDATE_MODULAR(PostLateUpdate, ParticleSystemEndUpdateAll); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateSubstance); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCustomRenderTextures); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAllRenderers); CALL_UPDATE_MODULAR(PostLateUpdate, EnlightenRuntimeUpdate); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateAllSkinnedMeshes); CALL_UPDATE_MODULAR(PostLateUpdate, ProcessWebSendMessages); CALL_UPDATE_MODULAR(PostLateUpdate, SortingGroupsUpdate);
CALL_UPDATE_MODULAR(PostLateUpdate, UpdateVideoTextures); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateVideo); CALL_UPDATE_MODULAR(PostLateUpdate, DirectorRenderImage); CALL_UPDATE_MODULAR(PostLateUpdate, ExecuteOneJobInMainThread); CALL_UPDATE_MODULAR(PostLateUpdate, PlayerEmitCanvasGeometry); CALL_UPDATE_MODULAR(PostLateUpdate, PhysicsSkinnedClothFinishUpdate); CALL_UPDATE_MODULAR(PostLateUpdate, FinishFrameRendering); CALL_UPDATE_MODULAR(PostLateUpdate, BatchModeUpdate); CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFrameComplete); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateCaptureScreenshot); CALL_UPDATE_MODULAR(PostLateUpdate, PresentAfterDraw); CALL_UPDATE_MODULAR(PostLateUpdate, ClearImmediateRenderers); CALL_UPDATE_MODULAR(PostLateUpdate, PlayerSendFramePostPresent); CALL_UPDATE_MODULAR(PostLateUpdate, UpdateResolution); CALL_UPDATE_MODULAR(PostLateUpdate, InputEndFrame);
CALL_UPDATE_MODULAR(PostLateUpdate, GUIClearEvents);
CALL_UPDATE_MODULAR(PostLateUpdate, ShaderHandleErrors); CALL_UPDATE_MODULAR(PostLateUpdate, ResetInputAxis); CALL_UPDATE_MODULAR(PostLateUpdate, ThreadedLoadingDebug); CALL_UPDATE_MODULAR(PostLateUpdate, ProfilerSynchronizeStats); CALL_UPDATE_MODULAR(PostLateUpdate, MemoryFrameMaintenance); CALL_UPDATE_MODULAR(PostLateUpdate, ExecuteGameCenterCallbacks); CALL_UPDATE_MODULAR(PostLateUpdate, ProfilerEndFrame); }
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