Provides methods for displaying the detail texture wizard.
                Derived class that manages the detail mesh wizards used for displaying and altering detail mesh data.
                Note: This method derives from TerrainWizard.
                See Also: TerrainWizard, DetailMeshWizard
            
| OnEnable | Unity calls this method automatically when the detail mesh wizard is enabled. | 
| ResetDefaults | Initializes the texture detail wizard's defaults. | 
| focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) | 
| focusedWindowChanged | Called whenever the focused editor window is changed. | 
| mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) | 
| autoRepaintOnSceneChange | Enable this property to automatically repaint the window when the SceneView is modified. | 
| dataModeController | An instance of IDataModeController to handle DataMode functionalities for the current window. | 
| docked | Returns true if EditorWindow is docked. | 
| hasFocus | Returns true if EditorWindow is focused. | 
| hasUnsavedChanges | This property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes. | 
| maximized | Is this window maximized? | 
| maxSize | The maximum size of this window when it is floating or modal. The maximum size is not used when the window is docked. | 
| minSize | The minimum size of this window when it is floating or modal. The minimum size is not used when the window is docked. | 
| overlayCanvas | The OverlayCanvas for this window. | 
| position | The desired position of the window in screen space. | 
| rootVisualElement | Retrieves the root visual element of this window hierarchy. | 
| saveChangesMessage | The message that displays to the user if they are prompted to save | 
| titleContent | The GUIContent used for drawing the title of EditorWindows. | 
| wantsLessLayoutEvents | Specifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or EventType.KeyDown), or is only performed before repaint events. | 
| wantsMouseEnterLeaveWindow | Checks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window. | 
| wantsMouseMove | Checks whether MouseMove events are received in the GUI in this Editor window. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| createButtonName | Allows you to set the text shown on the create button of the wizard. | 
| errorString | Allows you to set the error text of the wizard. | 
| helpString | Allows you to set the help text of the wizard. | 
| isValid | Allows you to enable and disable the wizard create button, so that the user can not click it. | 
| otherButtonName | Allows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out. | 
| BeginWindows | Mark the beginning area of all popup windows. | 
| Close | Close the editor window. | 
| DiscardChanges | Discards unsaved changes to the contents of the window. | 
| EndWindows | Close a window group started with EditorWindow.BeginWindows. | 
| Focus | Moves keyboard focus to another EditorWindow. | 
| GetExtraPaneTypes | Gets the extra panes associated with the window. | 
| RemoveNotification | Stop showing notification message. | 
| Repaint | Make the window repaint. | 
| SaveChanges | Performs a save action on the contents of the window. | 
| SendEvent | Sends an Event to a window. | 
| Show | Show the EditorWindow window. | 
| ShowAsDropDown | Shows a window with dropdown behaviour and styling. | 
| ShowAuxWindow | Show the editor window in the auxiliary window. | 
| ShowModal | Show modal editor window. | 
| ShowModalUtility | Shows the EditorWindow as a floating modal window. | 
| ShowNotification | Show a notification message. | 
| ShowPopup | Shows an Editor window using popup-style framing. | 
| ShowTab | Shows a docked Editor window. | 
| ShowUtility | Show the EditorWindow as a floating utility window. | 
| TryGetOverlay | Get an Overlay with matching ID from an EditorWindow canvas. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| ResetDefaults | Initializes the terrain wizard defaults. | 
| OnBackingScaleFactorChanged | Called when the UI scaling for this EditorWindow is changed. | 
| DrawWizardGUI | Will be called for drawing contents when the ScriptableWizard needs to update its GUI. | 
| CreateWindow | Creates an EditorWindow of type T. | 
| FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. | 
| GetWindow | Returns the first EditorWindow of type windowType which is currently on the screen. | 
| GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. | 
| HasOpenInstances | Checks if an editor window is open. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| CreateInstance | Creates an instance of a scriptable object. | 
| DisplayWizard | Creates a wizard. | 
| DisplayTerrainWizard | Displays the terrain wizard. | 
| 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. | 
| Awake | Called as the new window is opened. | 
| CreateGUI | CreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated. | 
| hasUnsavedChanges | This property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes. | 
| OnBecameInvisible | Called after the window is removed from a container view, or is no longer visible within a tabbed collection of EditorWindow. | 
| OnBecameVisible | Called after the window is added to a container view. | 
| OnDestroy | OnDestroy is called to close the EditorWindow window. | 
| OnFocus | Called when the window gets keyboard focus. | 
| OnGUI | Implement your own editor GUI here. | 
| OnHierarchyChange | Handler for message that is sent when an object or group of objects in the hierarchy changes. | 
| OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. | 
| OnLostFocus | Called when the window loses keyboard focus. | 
| OnProjectChange | Handler for message that is sent whenever the state of the project changes. | 
| OnSelectionChange | Called whenever the selection has changed. | 
| saveChangesMessage | The message that displays to the user if they are prompted to save | 
| Update | Called multiple times per second on all visible windows. | 
| Awake | This function is called when the ScriptableObject script is started. | 
| OnDestroy | This function is called when the scriptable object will be destroyed. | 
| OnDisable | This function is called when the scriptable object goes out of scope. | 
| OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. | 
| Reset | Reset to default values. | 
| OnWizardCreate | This is called when the user clicks on the Create button. | 
| OnWizardOtherButton | Allows you to provide an action when the user clicks on the other button. | 
| OnWizardUpdate | This is called when the wizard is opened or whenever the user changes something in the wizard. |