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    Class GameObjectExport

    Creates glTF files from GameObject hierarchies

    Inheritance
    object
    GameObjectExport
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: GLTFast.Export
    Assembly: glTFast.Export.dll
    Syntax
    public class GameObjectExport

    Constructors

    GameObjectExport(ExportSettings, GameObjectExportSettings, IMaterialExport, IDeferAgent, ICodeLogger)

    Provides glTF export of GameObject based scenes and hierarchies.

    Declaration
    public GameObjectExport(ExportSettings exportSettings = null, GameObjectExportSettings gameObjectExportSettings = null, IMaterialExport materialExport = null, IDeferAgent deferAgent = null, ICodeLogger logger = null)
    Parameters
    Type Name Description
    ExportSettings exportSettings

    Export settings

    GameObjectExportSettings gameObjectExportSettings

    GameObject export settings

    IMaterialExport materialExport

    Provides material conversion

    IDeferAgent deferAgent

    Defer agent (<see cref="IDeferAgent"/>); decides when/if to preempt export to preserve a stable frame rate.

    ICodeLogger logger

    Interface for logging (error) messages.

    Methods

    AddScene(ICollection<GameObject>, float4x4, string)

    Creates a glTF scene from a collection of GameObjects. The GameObjects will be converted into glTF nodes. The nodes' positions within the glTF scene will be their GameObjects' world position transformed by the origin matrix, essentially allowing you to set an arbitrary scene center.

    Declaration
    public bool AddScene(ICollection<GameObject> gameObjects, float4x4 origin, string name)
    Parameters
    Type Name Description
    ICollection<GameObject> gameObjects

    Root level GameObjects (will get added recursively)

    float4x4 origin

    Inverse scene origin matrix. This transform will be applied to all nodes.

    string name

    Name of the scene

    Returns
    Type Description
    bool

    True if the scene was added successfully, false otherwise

    AddScene(GameObject[], string)

    Adds a scene to the glTF which consists of a collection of GameObjects.

    Declaration
    public bool AddScene(GameObject[] gameObjects, string name = null)
    Parameters
    Type Name Description
    GameObject[] gameObjects

    GameObjects to be added (recursively) as root level nodes.

    string name

    Name of the scene

    Returns
    Type Description
    bool

    True, if the scene was added flawlessly. False, otherwise

    SaveToFileAndDispose(string, CancellationToken)

    Exports the collected scenes/content as glTF, writes it to a file and disposes this object. After the export this instance cannot be re-used!

    Declaration
    public Task<bool> SaveToFileAndDispose(string path, CancellationToken cancellationToken = default)
    Parameters
    Type Name Description
    string path

    glTF destination file path

    CancellationToken cancellationToken

    Token to submit cancellation requests. The default value is None.

    Returns
    Type Description
    Task<bool>

    True if the glTF file was created successfully, false otherwise

    SaveToStreamAndDispose(Stream, CancellationToken)

    Exports the collected scenes/content as glTF, writes it to a Stream and disposes this object. Only works for self-contained glTF-Binary. After the export this instance cannot be re-used!

    Declaration
    public Task<bool> SaveToStreamAndDispose(Stream stream, CancellationToken cancellationToken = default)
    Parameters
    Type Name Description
    Stream stream

    glTF destination stream

    CancellationToken cancellationToken

    Token to submit cancellation requests. The default value is None.

    Returns
    Type Description
    Task<bool>

    True if the glTF file was written successfully, false otherwise

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