- Invoke, InvokeRepeating, CancelInvoke (all or by name) and IsInvoking (
Scripting/DelayedCalls.cs), from a newinvokescenario recorded in Unity: calls run after Update (after the coroutines) once due before the next frame (time + deltaTime), a frame before a WaitForSeconds of the same length; due calls run in time order, ties in call order; zero and negative delays run in the same frame; an invoke made by an invoked method runs in a second pass after LateUpdate; repeating calls advance from their due time, rate 0 calls once, rates up to 0.00001 throw Unity's UnityException; private and inherited parameterless methods are found; disabled components and inactive GameObjects keep their calls, destroyed components lose them. - 51 scenarios pass on the JIT, through the editor's JSON form, and on NativeAOT.
- From the coverage page, the next common gaps: Physics casts (SphereCastAll, BoxCastAll, the NonAlloc forms), Physics.IgnoreCollision, Time.timeSinceLevelLoad and smoothDeltaTime, Screen's resolution and full-screen API, Unity 6's named colors, Renderer property blocks, Collider2D/Rigidbody2D casts and contacts.
Phase 6 · Slice 4 ·