See Frame Locking.
TryLock attempts to acquire a non-exclusive lock on the current frame, such that the frame will not complete until the lock is released via FrameUnlock. This also ensures that the host application (e.g. game) is not making modifications to relevant game objects. If the lock cannot be immediately acquired, for example due to the game currently processing a frame, or another thread acquiring an exclusive lock, the call fails and returns false.
There must be one unlock call per successful lock call.
Fully Qualified Name
static public bool TryLock();
- true if the lock was successfully acquired, false if not