private void OnDestroy() { transformArray.Dispose(); SceneController.Dispose(); loadingThread.Dispose(); current = null; }
public void Init(PipelineResources resources) { if (current != null) { Debug.LogError("GPU RP Scene should be singleton!"); return; } current = this; SceneController.Awake(resources, clusterResources); }
private void Awake() { if (current != null) { Debug.LogError("GPU RP Scene should be singleton!"); Destroy(this); return; } current = this; SceneController.Awake(resources, mapResources); }
private void Awake() { if (current != null) { Debug.LogError("GPU RP Scene should be singleton!"); Destroy(this); return; } current = this; SceneController.Awake(resources, resolution, texArrayCapacity, lightmapAtlasSize, lightmapCapacity, propertyCapacity, mapResources); }
private void Awake() { if (current != null) { Debug.LogError("GPU RP Scene should be singleton!"); Destroy(this); return; } current = this; SceneController.Awake(resources, resolution, texArrayCapacity, lightmapAtlasSize, lightmapCapacity, propertyCapacity, mapResources); loadingThread = new LoadingThread(); int length = 0; Count(transformParents, ref length); transformArray = new TransformAccessArray(length, 32); SetBuffer(transformParents, transformArray); }
public void Dispose() { SceneController.Dispose(); current = null; }
private void OnDestroy() { SceneController.Dispose(); current = null; }