Represents a plugin importer.
DefineConstraints | Allows you to specify a list of #define directives which controls whether your plug-in should be included. |
isNativePlugin | Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke. |
isPreloaded | Is a native plugin loaded during startup or on demand? |
PluginImporter | Constructor. |
ClearSettings | Clear all plugin settings and set the compatability with Any Platform to true. |
GetCompatibleWithAnyPlatform | Checks whether a plugin is flagged as being compatible with Any Platform. |
GetCompatibleWithEditor | Is plugin compatible with editor. |
GetCompatibleWithPlatform | Is plugin compatible with specified platform. |
GetEditorData | Returns editor specific data for specified key. |
GetExcludeEditorFromAnyPlatform | Is Editor excluded when Any Platform is set to true. |
GetExcludeFromAnyPlatform | Is platform excluded when Any Platform set to true. |
GetIcon | Gets the custom icon to associate with a MonoScript at import time. |
GetIsOverridable | Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder. |
GetPlatformData | Get platform specific data. |
SetCompatibleWithAnyPlatform | Sets compatibility with Any Platform. |
SetCompatibleWithEditor | Sets compatibility with any editor. |
SetCompatibleWithPlatform | Sets compatibility with the specified platform. |
SetEditorData | Sets editor specific data. |
SetExcludeEditorFromAnyPlatform | Exclude Editor from compatible platforms when Any Platform is set to true. |
SetExcludeFromAnyPlatform | Exclude platform from compatible platforms when Any Platform is set to true. |
SetIcon | Sets the custom icon to associate with a MonoScript imported by a managed plugin. |
SetIncludeInBuildDelegate | Setting the delegate function to be called by ShouldIncludeInBuild. |
SetPlatformData | Sets platform specific data. |
ShouldIncludeInBuild | Identifies whether or not this plugin should be included in the current build target. |
GetAllImporters | Returns all plugin importers for all platforms. |
GetImporters | Returns all plugin importers for specfied platform. |
IncludeInBuildDelegate | Delegate to be used with SetIncludeInBuildDelegate. |
assetBundleName | Get or set the AssetBundle name. |
assetBundleVariant | Get or set the AssetBundle variant. |
assetPath | The path name of the asset for this importer. (Read Only) |
importSettingsMissing | The value is true when no meta file is provided with the imported asset. |
userData | Get or set any user data. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
AddRemap | Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. |
GetExternalObjectMap | Gets a copy of the external object map used by the AssetImporter. |
RemoveRemap | Removes an item from the map of external objects. |
SaveAndReimport | Save asset importer settings if asset importer is dirty. |
SetAssetBundleNameAndVariant | Set the AssetBundle name and variant. |
SupportsRemappedAssetType | Checks if the AssetImporter supports remapping the given asset type. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
GetAtPath | Retrieves the asset importer for the asset at path. |
GetImportLog | Retrieves logs generated during the import of the asset at path. |
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. |