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# updateAndRender(deltaTime:cameraOutput:whenScheduled:onComplete:actionsBeforeRender:actionsAfterRender:)

Tick the simulation and render using activeCamera and the camera rendering output.

```
@MainActor @preconcurrency func updateAndRender(deltaTime: TimeInterval, cameraOutput: RealityRenderer.CameraOutput, whenScheduled: (@Sendable (RealityRenderer) -> Void)? = nil, onComplete: (@Sendable (RealityRenderer) -> Void)? = nil, actionsBeforeRender: [RealityRenderer.MetalEventAction] = [], actionsAfterRender: [RealityRenderer.MetalEventAction] = []) throws
```

## Parameters

`deltaTime`

The delta time to advance the simulation

`cameraOutput`

Specifies output for rendering with [`activeCamera`](/documentation/RealityKit/RealityRenderer/activeCamera)

`whenScheduled`

A handler that is called when the corresponding MTLCommandBuffer is scheduled

`onComplete`

A handler that is called when the corresponding MTLCommandBuffer is complete

`actionsBeforeRender`

Array of events and values to wait before GPU rendering work

`actionsAfterRender`

Array of events and values to signal after GPU rendering work

---

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