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) |
importSettingsMissing | The value is true when no meta file is provided with the imported asset. |
userData | Get or set any user data. |
hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
name | El nombre del objeto. |
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 | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
GetAtPath | Retrieves the asset importer for the asset at path. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |