/// <summary> /// Avoids stacking up queues by waiting for the async path probe. Game updates almost /// all Sim and Render handlers (including BrainScheduler) in a LateUpdate call /// (not Update, KLEI PLEASE), so we let it spill over into the next frame and just /// hold up the next LateUpdate with a regular Update. /// </summary> public void Update() { if (jobManager != null) { if (debug) { var now = Stopwatch.StartNew(); jobManager.Wait(); DebugMetrics.LogPathProbe(now.ElapsedTicks, jobManager.LastRunTime); } else { jobManager.Wait(); } } }