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Class for Procedural Texture handling.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
| GetProceduralOutputType |
The output type of this Texture. |
| width |
Width of the texture in pixels (Read Only) |
| height |
Height of the texture in pixels (Read Only) |
| filterMode |
Filtering mode of the texture. |
| anisoLevel |
Anisotropic filtering level of the texture. |
| wrapMode |
Wrap mode (Repeat or Clamp) of the texture. |
| mipMapBias |
Mip map bias of the texture. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetNativeTextureID |
Retrieve native ('hardware') handle to a texture |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same |
| operator != |
Compares if two objects refer to a different object |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |