AssetImportor for importing SpeedTree model assets.
| windQualityNames | Gets an array of name strings for wind quality value. | 
| alphaTestRef | Gets and sets a default alpha test reference values. | 
| animateCrossFading | Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. | 
| bestWindQuality | Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). | 
| billboardTransitionCrossFadeWidth | Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. | 
| castShadows | Gets and sets an array of booleans to enable shadow casting for each LOD. | 
| enableBump | Gets and sets an array of booleans to enable normal mapping for each LOD. | 
| enableHue | Gets and sets an array of booleans to enable Hue variation effect for each LOD. | 
| enableSmoothLODTransition | Enables smooth LOD transitions. | 
| fadeOutWidth | Proportion of the billboard LOD region width which is used for fading out the billboard. | 
| hasBillboard | Tells if there is a billboard LOD. | 
| hasImported | Tells if the SPM file has been previously imported. | 
| hueVariation | Gets and sets a default Hue variation color and amount (in alpha). | 
| LODHeights | Gets and sets an array of floats of each LOD's screen height value. | 
| mainColor | Gets and sets a default main color. | 
| materialFolderPath | Returns the folder path where generated materials will be placed in. | 
| receiveShadows | Gets and sets an array of booleans to enable shadow receiving for each LOD. | 
| reflectionProbeUsages | Gets and sets an array of Reflection Probe usages for each LOD. | 
| scaleFactor | How much to scale the tree model compared to what is in the .spm file. | 
| useLightProbes | Gets and sets an array of booleans to enable Light Probe lighting for each LOD. | 
| windQualities | Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally. | 
| SpeedTreeImporter | Construct a new SpeedTreeImporter object. | 
| GenerateMaterials | Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. | 
| assetBundleName | Get or set the AssetBundle name. | 
| assetBundleVariant | Get or set the AssetBundle variant. | 
| assetPath | The path name of the asset for this importer. (Read Only) | 
| userData | Get or set any user data. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| AddRemap | Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. | 
| GetExternalObjectMap | Gets a copy of the external object map used by the AssetImporter. | 
| RemoveRemap | Removes an item from the map of external objects. | 
| SaveAndReimport | Save asset importer settings if asset importer is dirty. | 
| SetAssetBundleNameAndVariant | Set the AssetBundle name and variant. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| GetAtPath | Retrieves the asset importer for the asset at path. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |