Parameters |
Description |
int nUpdatePolicy |
Update policy type. |
Syntax: Entity.SetUpdatePolicy( nUpdatePolicy )
Changes update policy for the entity. Update policy controls when entity becomes active or inactive (ex. when visible, when in close proximity, etc...). All active entities will be updated every frame, having too many active entities can affect performance.
Update Policy |
Meaning |
ENTITY_UPDATE_NEVER |
Never update this entity. |
ENTITY_UPDATE_IN_RANGE |
Activate entity when in specified radius. |
ENTITY_UPDATE_POT_VISIBLE |
Activate entity when potentially visible. |
ENTITY_UPDATE_VISIBLE |
Activate entity when visible in frustum. |
ENTITY_UPDATE_PHYSICS |
Activate entity when physics awakes, deactivate when physics go to sleep. |
ENTITY_UPDATE_PHYSICS_VISIBLE |
Same as ENTITY_UPDATE_PHYSICS, but also activates when visible. |
ENTITY_UPDATE_ALWAYS |
Entity is always active and updated every frame. |
Use SetUpdateRadius for update policy that require a radius.
Copyright (c) 2012. All rights reserved.
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