Version: 2017.4
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SpeedTreeImporter

class in UnityEditor

/

Inherits from:AssetImporter

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Description

AssetImportor for importing SpeedTree model assets.

Static Properties

windQualityNamesGets an array of name strings for wind quality value.

Properties

alphaTestRefGets and sets a default alpha test reference values.
animateCrossFadingIndicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated.
bestWindQualityReturns the best-possible wind quality on this asset (configured in SpeedTree modeler).
billboardTransitionCrossFadeWidthProportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree.
castShadowsGets and sets an array of booleans to enable shadow casting for each LOD.
enableBumpGets and sets an array of booleans to enable normal mapping for each LOD.
enableHueGets and sets an array of booleans to enable Hue variation effect for each LOD.
enableSmoothLODTransitionEnables smooth LOD transitions.
fadeOutWidthProportion of the billboard LOD region width which is used for fading out the billboard.
hasBillboardTells if there is a billboard LOD.
hasImportedTells if the SPM file has been previously imported.
hueVariationGets and sets a default Hue variation color and amount (in alpha).
LODHeightsGets and sets an array of floats of each LOD's screen height value.
mainColorGets and sets a default main color.
materialFolderPathReturns the folder path where generated materials will be placed in.
receiveShadowsGets and sets an array of booleans to enable shadow receiving for each LOD.
reflectionProbeUsagesGets and sets an array of Reflection Probe usages for each LOD.
scaleFactorHow much to scale the tree model compared to what is in the .spm file.
useLightProbesGets and sets an array of booleans to enable Light Probe lighting for each LOD.
windQualitiesGets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally.

Constructors

SpeedTreeImporterConstruct a new SpeedTreeImporter object.

Public Methods

GenerateMaterialsGenerates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder.

Inherited Members

Properties

assetBundleNameGet or set the AssetBundle name.
assetBundleVariantGet or set the AssetBundle variant.
assetPathThe path name of the asset for this importer. (Read Only)
userDataGet or set any user data.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Methods

AddRemapMap a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type.
GetExternalObjectMapGets a copy of the external object map used by the AssetImporter.
RemoveRemapRemoves an item from the map of external objects.
SaveAndReimportSave asset importer settings if asset importer is dirty.
SetAssetBundleNameAndVariantSet the AssetBundle name and variant.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

GetAtPathRetrieves the asset importer for the asset at path.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.