SpriteAtlasAsset stores inputs for generating SpriteAtlas and generates atlas textures on Import.
isVariant | Checks whether the Sprite Atlas Importer set the Sprite Atlas as a Variant. |
Add | Add an array of Assets to the packable objects list. |
GetMasterAtlas | Gets the Master Sprite Atlas for the given Variant Sprite Atlas. |
Remove | Removes objects from the Atlas's packable objects list. |
SetIsVariant | Sets whether this Sprite Atlas is a Variant or not. |
SetMasterAtlas | Sets an Atlas to be the Master Atlas. |
SetScriptablePacker | Sets the ScriptablePacker ScriptableObject to SpriteAtlasAsset so custom packing can be implemented. |
Load | Loads SpriteAtlasAsset at the given path. File extension of SpriteAtlasAsset is *.spriteatlasv2. |
Save | Saves SpriteAtlasAsset to disk. File extension of SpriteAtlasAsset is *.spriteatlasv2. |
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. |