void OnEnable() { if (profile == null) { profile = new DiffusionProfile(true); } profile.Validate(); UpdateCache(); #if UNITY_EDITOR if (m_Version != Version.Last) { TryToUpgrade(); } UnityEditor.Rendering.HighDefinition.DiffusionProfileHashTable.UpdateDiffusionProfileHashNow(this); #endif }
void OnEnable() { if (profile == null) { profile = new DiffusionProfile(true); } profile.Validate(); UpdateCache(); #if UNITY_EDITOR if (m_Version != MigrationDescription.LastVersion <Version>()) { // We delay the upgrade of the diffusion profile because in the OnEnable we are still // in the import of the current diffusion profile, so we can't create new assets of the same // type from here otherwise it will freeze the editor in an infinite import loop. // Thus we delay the upgrade of one editor frame so the import of this asset is finished. UnityEditor.EditorApplication.delayCall += TryToUpgrade; } UnityEditor.Rendering.HighDefinition.DiffusionProfileHashTable.UpdateDiffusionProfileHashNow(this); #endif }