The lighting data asset used by the active Scene.
Please note that modifying this value currently does not affect the Scene immediately, the lighting data is only patched into the active Scene when loading the Scene.
LightingDataAsset | Constructs an empty LightingDataAsset associated with specific scene. |
GetAmbientProbe | Gets the ambient probe stored in a LightingDataAsset in L2 spherical harmonic encoding. |
GetDefaultReflectionCubemap | Gets the default reflection cubemap stored in a LightingDataAsset. |
SetAmbientProbe | Sets the ambient probe stored in a LightingDataAsset. |
SetDefaultReflectionCubemap | Sets the default reflection cubemap stored in a LightingDataAsset. |
SetLights | Overwrites the Lights referenced by a LightingDataAsset. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
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. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
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. |