Select your preferred scripting language. All code snippets will be displayed in this language.
enumeration
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseBit mask that controls object destruction, saving and visibility in inspectors.
See Also: HideFlags.HideAndDontSave, SA.Object.hideFlags.
no example available in JavaScript
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour {
// Creates a material that is explicitly created & 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); } }
None | A normal, visible object. This is the default. |
HideInHierarchy | The object will not appear in the hierarchy. |
HideInInspector | It is not possible to view it in the inspector. |
DontSaveInEditor | The object will not be saved to the scene in the editor. |
NotEditable | The object is not be editable in the inspector. |
DontSaveInBuild | The object will not be saved when building a player. |
DontUnloadUnusedAsset | The object will not be unloaded by Resources.UnloadUnusedAssets. |
DontSave | The 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. |
HideAndDontSave | A 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. |