// Delegate for generic updates void OnFirstUpdate() { had_first_update = true; EditorApplication.update -= OnFirstUpdate; RealtimeCSG.CSGSettings.Reload(); // register unity methods in the c++ code so that some unity functions // (such as debug.log) can be called from within the c++ code. NativeMethodBindings.RegisterUnityMethods(); // register dll methods so we can use them NativeMethodBindings.RegisterExternalMethods(); RunOnce(); //CreateSceneChangeDetector(); }
public static void ForceRebuildAll() { Clear(); if (External == null || External.ResetCSG == null) { NativeMethodBindings.RegisterUnityMethods(); NativeMethodBindings.RegisterExternalMethods(); } ClearMeshInstances(); if (RegisterAllComponents()) { External.ResetCSG(); } }
public static void InitOnNewScene() { if (EditorApplication.isPlayingOrWillChangePlaymode) { return; } if (External == null || External.ResetCSG == null) { NativeMethodBindings.RegisterUnityMethods(); NativeMethodBindings.RegisterExternalMethods(); } if (External == null) { return; } if (RegisterAllComponents()) { External.ResetCSG(); } }