Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

ContentBuildInterface.CalculateBuildUsageTags

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Declaration

public static void CalculateBuildUsageTags(ObjectIdentifier[] objectIDs, ObjectIdentifier[] dependentObjectIDs, Build.Content.BuildUsageTagGlobal globalUsage, Build.Content.BuildUsageTagSet usageSet);

Declaration

public static void CalculateBuildUsageTags(ObjectIdentifier[] objectIDs, ObjectIdentifier[] dependentObjectIDs, Build.Content.BuildUsageTagGlobal globalUsage, Build.Content.BuildUsageTagSet usageSet, Build.Content.BuildUsageCache usageCache);

Parameters

objectIDs Objects that will have their build usage calculated.
dependentObjectIDs Objects that reference the Objects being calculated.
globalUsage Lighting information used by the build.
usageSet The BuildUsageTagSet where the calculated usage information will be stored.
usageCache Optional cache object to use for improving performance with multiple calls to this api.

Description

Calculates the build usage of a set of objects.

Internal use only. See note on ContentBuildInterface.

To calculate how any given Object is being used in a build, we need two pieces of information. First, we need to know that Object's dependents, or in other words, what references that Object. For example, for a Shader, we would need to know the list Materials that reference that shader. Second, we need the combined lighting information for Scenes where the Object can be used. Using these two pieces of information, we calculate the correct usage information for an Object, and then store that information in the BuildUsageTagSet.