ProtectedconstructorOptionalisInternalConstructor: booleanGets the number of seconds that have elapsed since the game was started. This time does not include time passed while the game is paused.
Checks if the scene is playing, but in a preroll paused state.
Enables prerolling.
Updates the play state of the game, making the game stop or start playing. Note the actual state change will be delayed until the next update() call. Use the onPlay/onStopped/onPaused/onUnpaused event to get notified when the change actually happens.
Returns the next play state if it's queued or the current play state of the game.
Static ReadonlyonInvoked when the a ScenePlayData instance wants to change the state.
ReadonlywillTriggered when the scene will be backed up to restore after a simulation, typically right before play mode is entered.
ReadonlydidTriggered when the scene was backed up to restore after a simulation, typically right before play mode is entered.
ReadonlywillTriggered when the scene will be restored after a simulation, typically right before stopped mode is entered.
ReadonlydidTriggered when the scene was restored after a simulation, typically right before stopped mode is entered.
ReadonlydidTriggered right after the play mode is entered.
ReadonlydidTriggered right after the play mode is exited.
ReadonlydidTriggered right after the user pauses play mode.
ReadonlydidTriggered right after the user unpauses play mode.
The ScenePlayData provides functionality specific to simulating a SceneInstance. It manages all states such as ScenePlayState.Playing or ScenePlayState.Stopped. To start simulating a scene call ScenePlayData.state.