Beispiel #1
0
        protected override void OnDestroy()
        {
            Camera.onPreCull -= OnPreCull;
            RenderPipelineManager.beginCameraRendering -= OnPreCull;
            SceneView.duringSceneGui -= SceneViewOnBeforeSceneGui;

#if !UNITY_2020_1_OR_NEWER
            // So that if you're not using subscene conversion, we clean up after playmode
            foreach (var camera in _ModifiedCameras)
            {
                if (camera == null)
                {
                    continue;
                }
                ulong newmask = camera.overrideSceneCullingMask;
                newmask &= ~(EditorSceneManager.DefaultSceneCullingMask | EditorRenderData.LiveLinkEditGameViewMask | EditorRenderData.LiveLinkEditSceneViewMask);
                camera.overrideSceneCullingMask = newmask;
            }
            _ModifiedCameras.Clear();
#endif

            if (_EditorLiveLink != null)
            {
                _EditorLiveLink.Dispose();
            }
            _SceneChangeTracker.Dispose();
            _Patcher.Dispose();
            _UnloadScenes.Dispose();
            _LoadScenes.Dispose();
        }
        protected override void OnDestroy()
        {
            Camera.onPreCull -= OnPreCull;
            RenderPipelineManager.beginCameraRendering -= OnPreCull;
            SceneView.duringSceneGui -= SceneViewOnBeforeSceneGui;

            if (_EditorLiveLink != null)
            {
                _EditorLiveLink.Dispose();
            }
            _SceneChangeTracker.Dispose();
            _Patcher.Dispose();
            _UnloadScenes.Dispose();
            _LoadScenes.Dispose();
        }