Version: 2017.2

HideFlags

enumeration

Cambiar al Manual

Descripción

Bit mask that controls object destruction, saving and visibility in inspectors.

See Also: HideFlags.HideAndDontSave, SA.Object.hideFlags.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Creates a material that is explicitly created &amp; destroyed by the component. // Resources.UnloadUnusedAssets will not unload it, and it will not be editable by the inspector. private Material ownedMaterial; void OnEnable() { ownedMaterial = new Material(Shader.Find("Diffuse")); ownedMaterial.hideFlags = HideFlags.HideAndDontSave; GetComponent<Renderer>().sharedMaterial = ownedMaterial; }

// Objects created as hide and don't save must be explicitly destroyed by the owner of the object. void OnDisable() { DestroyImmediate(ownedMaterial); } }

Variables

NoneA normal, visible object. This is the default.
HideInHierarchyThe object will not appear in the hierarchy.
HideInInspectorIt is not possible to view it in the inspector.
DontSaveInEditorThe object will not be saved to the scene in the editor.
NotEditableThe object is not be editable in the inspector.
DontSaveInBuildThe object will not be saved when building a player.
DontUnloadUnusedAssetThe object will not be unloaded by Resources.UnloadUnusedAssets.
DontSaveThe object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.
HideAndDontSaveA combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets.
Copyright © 2020 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961