private static void Update() { if (synced == false) { float syncTime = Time.realtimeSinceStartup + .03f;//Try to maintain 30fps til synced... while (synced == false) { if (Time.realtimeSinceStartup >= syncTime) { break; } StepSync(); } SceneView.lastActiveSceneView.Repaint(); } else { SyncScene(); if (BocsCyclesAPI.Cycles_image_ready()) { //Debug.Log("UPDATE RENDER " + BocsCyclesAPI.cycles_progress()); GL.IssuePluginEvent(BocsCyclesAPI.GetRenderEventFunc(), 1); SceneView.lastActiveSceneView.Repaint(); waitForNextFrame = false; } } }