updateAndRender(deltaTime:cameraOutput:whenScheduled:onComplete:actionsBeforeRender:actionsAfterRender:)
Tick the simulation and render using activeCamera and the camera rendering output.
Declaration
@MainActor @preconcurrency func updateAndRender(deltaTime: TimeInterval, cameraOutput: RealityRenderer.CameraOutput, whenScheduled: (@Sendable (RealityRenderer) -> Void)? = nil, onComplete: (@Sendable (RealityRenderer) -> Void)? = nil, actionsBeforeRender: [RealityRenderer.MetalEventAction] = [], actionsAfterRender: [RealityRenderer.MetalEventAction] = []) throwsParameters
- deltaTime:
The delta time to advance the simulation
- cameraOutput:
Specifies output for rendering with Activecamera
- whenScheduled:
A handler that is called when the corresponding MTLCommandBuffer is scheduled
- onComplete:
A handler that is called when the corresponding MTLCommandBuffer is complete
- actionsBeforeRender:
Array of events and values to wait before GPU rendering work
- actionsAfterRender:
Array of events and values to signal after GPU rendering work