protected virtual void OnEnable() { OnValidateProperties(); OnEnablePostValidate(); #if UNITY_EDITOR if (Application.isPlaying) #endif { m_Master.onWillCameraRenderThisBeam += OnWillCameraRender; if (!updateRate.HasFlag(DynamicOcclusionUpdateRate.Never)) { m_Master.RegisterOnBeamGeometryInitializedCallback(() => ProcessOcclusion(ProcessOcclusionSource.OnEnable)); } } }