docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class SpriteShapeGeometryModifier

    Custom Post Processing after geometry is generated.

    Inheritance
    object
    Object
    ScriptableObject
    SpriteShapeGeometryModifier
    Inherited Members
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.U2D
    Assembly: Unity.2D.SpriteShape.Runtime.dll
    Syntax
    public abstract class SpriteShapeGeometryModifier : ScriptableObject

    Methods

    GetVersion()

    Get Versioning so we can check if geometry needs to be generated.

    Declaration
    public virtual int GetVersion()
    Returns
    Type Description
    int

    Version of Modifier.

    MakeModifierJob(JobHandle, SpriteShapeController, NativeArray<ushort>, NativeSlice<Vector3>, NativeSlice<Vector2>, NativeSlice<Vector4>, NativeArray<SpriteShapeSegment>, NativeArray<float2>)

    Modify generated geometry or override custom geometry.

    Declaration
    public abstract JobHandle MakeModifierJob(JobHandle generator, SpriteShapeController spriteShapeController, NativeArray<ushort> indices, NativeSlice<Vector3> positions, NativeSlice<Vector2> texCoords, NativeSlice<Vector4> tangents, NativeArray<SpriteShapeSegment> segments, NativeArray<float2> colliderData)
    Parameters
    Type Name Description
    JobHandle generator

    JobHandle of the Main Job. default if Override.

    SpriteShapeController spriteShapeController

    SpriteShapeController from where this function is invoked from.

    NativeArray<ushort> indices

    Indices of generated geometry.

    NativeSlice<Vector3> positions

    Position of vertices in generated geometry.

    NativeSlice<Vector2> texCoords

    Texture Coordinates of vertices in generated geometry.

    NativeSlice<Vector4> tangents

    Tangent of vertices in generated geometry.

    NativeArray<SpriteShapeSegment> segments

    Submeshes in generated geometry.

    NativeArray<float2> colliderData

    Points that define the path of Collider.

    Returns
    Type Description
    JobHandle

    JobHandle for the allocated Job to modify Geometry.

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)