====== PlayerLoop ====== The player loop is the configurable set of operations that make up the Unity Frame Loop. The default Player Loop comes with a variety of different subsystems, but the documentation is **extraordinarily** lacking. ===== Sub Systems ===== ==== Initialization.InputSystemPlayerLoopRunnerInitializationSystem ==== This is an Editor-only call in the New Input System. It's used to flip the state buffers from the editor input buffers to the game view input buffers. This allows the editor and game to maintain two different input device sets. ==== Initialization.PlayerUpdateTime ==== Run when ''Time.time'' is updated. [//[[:wiki:tag:research-needed|research needed]]//] * [[https://issuetracker.unity3d.com/issues/playerupdatetime-playerloop-callback-no-longer-works-properly-after-time-dot-deltatime-fixes]] * [[https://forum.unity.com/threads/time-deltatime-not-constant-vsync-camerafollow-and-jitter.430339/page-9#post-6402103]] ==== EarlyUpdate.UpdatePreloading ==== Handles all scene loading. See [[scenemanager|SceneManager]]. ==== EarlyUpdate.UpdateInputManager ==== "takes the data that platform specific code queried and transforms it to be directly consumable by the Input class. It does stuff like combine all controller inputs into gamepad 0, calculates axis weights according to what is specified in the input manager, etc. For the new input system, it dispatches those events to managed code." ((https://forum.unity.com/threads/time-deltatime-not-constant-vsync-camerafollow-and-jitter.430339/page-9#post-6402577))