Implements a renderer for android native & hardware buffers (Vulkan-only).
Destroy all resources held by the native rendering plugin.
public void Cleanup()
delegate void OnCleanupCompleteDelegate
public delegate void OnCleanupCompleteDelegate()
delegate void OnFirstFrameRendereredDelegate
public delegate void OnFirstFrameRendereredDelegate()
Render the latest native buffer onto the provided Unity texture. Should preferably be called every frame.
public void Render()
Currently only 1 call after obj instantiation will work
public void SetRenderBuffer(
Initialize the native api handle & the graphics command buffers.
protected void Initialize(
bool waitForQueueIdleOnSubmit =false
|bool||colorSpace||Color space to render in|
GCHandle for the callback user context
protected GCHandle gcHandle;
Event fired on Unity's main thread to indicate that resource cleanup is complete in the native plugin and it is now safe to cleanup associated managed resources like the RenderTexture.
public OnCleanupCompleteDelegate OnCleanupComplete()
Event fired on the callback thread to indicate that resource cleanup is complete in the native plugin and it is now safe to cleanup associated managed resources like the RenderTexture.
public OnCleanupCompleteDelegate OnCleanupComplete_CallbackThread()
Event fired to indicate a frame has been rendered on the current RenderTexture for the first time. Apps can use this event to disable UI elements like loading indicators since the RenderTexture will have a valid frame to display.
public OnFirstFrameRendereredDelegate OnFirstFrameRendered()