protected override JobHandle OnUpdate(JobHandle inputDeps) { FallJob fallJob = new FallJob() { DeltaTime = Time.deltaTime }; return(fallJob.Schedule(this, inputDeps)); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { var job = new FallJob { DeltaTime = Time.deltaTime, }.Schedule(this, inputDependencies); return(job); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new FallJob { deltaTime = Time.deltaTime, parentPos = SnowFallGenerator.position, }; return(job.Schedule(this, 64, inputDeps)); }
// OnUpdate runs on the main thread. protected override JobHandle OnUpdate(JobHandle inputDependencies) { var commandBuffer = m_Barrier.CreateCommandBuffer().ToConcurrent(); var job = new FallJob { DeltaTime = Time.deltaTime, CommandBuffer = commandBuffer, }.Schedule(this, inputDependencies); m_Barrier.AddJobHandleForProducer(job); return(job); }