protected virtual void OnEnable()
        {
            OnValidateProperties();

            OnEnablePostValidate();

#if UNITY_EDITOR
            if (Application.isPlaying)
#endif
            {
                m_Master.onWillCameraRenderThisBeam += OnWillCameraRender;

                if (!updateRate.HasFlag(DynamicOcclusionUpdateRate.Never))
                {
                    m_Master.RegisterOnBeamGeometryInitializedCallback(() => ProcessOcclusion(ProcessOcclusionSource.OnEnable));
                }
            }
        }