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    Class OverrideLightProbeAnchorBaker

    Inheritance
    object
    IBaker
    Baker<MeshRenderer>
    OverrideLightProbeAnchorBaker
    Inherited Members
    IBaker.GetSceneGUID()
    IBaker.GetComponent<T>()
    IBaker.GetComponent<T>(Component)
    IBaker.GetComponent<T>(GameObject)
    IBaker.GetComponents<T>(List<T>)
    IBaker.GetComponents<T>(Component, List<T>)
    IBaker.GetComponents<T>(GameObject, List<T>)
    IBaker.GetComponents<T>()
    IBaker.GetComponents<T>(Component)
    IBaker.GetComponents<T>(GameObject)
    IBaker.GetComponentInParent<T>()
    IBaker.GetComponentInParent<T>(Component)
    IBaker.GetComponentInParent<T>(GameObject)
    IBaker.GetComponentsInParent<T>(List<T>)
    IBaker.GetComponentsInParent<T>(Component, List<T>)
    IBaker.GetComponentsInParent<T>(GameObject, List<T>)
    IBaker.GetComponentsInParent<T>()
    IBaker.GetComponentsInParent<T>(Component)
    IBaker.GetComponentsInParent<T>(GameObject)
    IBaker.GetComponentInChildren<T>()
    IBaker.GetComponentInChildren<T>(Component)
    IBaker.GetComponentInChildren<T>(GameObject)
    IBaker.GetComponentsInChildren<T>(List<T>)
    IBaker.GetComponentsInChildren<T>(Component, List<T>)
    IBaker.GetComponentsInChildren<T>(GameObject, List<T>)
    IBaker.GetComponentsInChildren<T>()
    IBaker.GetComponentsInChildren<T>(Component)
    IBaker.GetComponentsInChildren<T>(GameObject)
    IBaker.GetParent()
    IBaker.GetParent(Component)
    IBaker.GetParent(GameObject)
    IBaker.GetParents()
    IBaker.GetParents(Component)
    IBaker.GetParents(GameObject)
    IBaker.GetParents(List<GameObject>)
    IBaker.GetParents(Component, List<GameObject>)
    IBaker.GetParents(GameObject, List<GameObject>)
    IBaker.GetChild(int)
    IBaker.GetChild(Component, int)
    IBaker.GetChild(GameObject, int)
    IBaker.GetChildren(bool)
    IBaker.GetChildren(Component, bool)
    IBaker.GetChildren(GameObject, bool)
    IBaker.GetChildren(List<GameObject>, bool)
    IBaker.GetChildren(Component, List<GameObject>, bool)
    IBaker.GetChildren(GameObject, List<GameObject>, bool)
    IBaker.GetChildCount()
    IBaker.GetChildCount(Component)
    IBaker.GetChildCount(GameObject)
    IBaker.GetName()
    IBaker.GetName(Component)
    IBaker.GetName(GameObject)
    IBaker.GetLayer()
    IBaker.GetLayer(Component)
    IBaker.GetLayer(GameObject)
    IBaker.GetTag()
    IBaker.GetTag(Component)
    IBaker.GetTag(GameObject)
    IBaker.GetEntity(TransformUsageFlags)
    IBaker.GetEntity(GameObject, TransformUsageFlags)
    IBaker.GetEntity(Component, TransformUsageFlags)
    IBaker.GetEntityWithoutDependency()
    IBaker.IsActive()
    IBaker.IsActive(Component)
    IBaker.IsActive(GameObject)
    IBaker.IsActiveAndEnabled()
    IBaker.IsActiveAndEnabled(Component)
    IBaker.IsStatic()
    IBaker.IsStatic(Component)
    IBaker.IsStatic(GameObject)
    IBaker.IsClient()
    IBaker.IsServer()
    IBaker.DependsOn<T>(T)
    IBaker.DependsOnComponentInParent<T>()
    IBaker.DependsOnComponentInParent<T>(Component)
    IBaker.DependsOnComponentInParent<T>(GameObject)
    IBaker.DependsOnComponentsInParent<T>()
    IBaker.DependsOnComponentsInParent<T>(Component)
    IBaker.DependsOnComponentsInParent<T>(GameObject)
    IBaker.DependsOnComponentInChildren<T>()
    IBaker.DependsOnComponentInChildren<T>(Component)
    IBaker.DependsOnComponentInChildren<T>(GameObject)
    IBaker.DependsOnComponentsInChildren<T>()
    IBaker.DependsOnComponentsInChildren<T>(GameObject)
    IBaker.DependsOnComponentsInChildren<T>(Component)
    IBaker.DependsOnLightBaking()
    IBaker.AddBlobAsset<T>(ref BlobAssetReference<T>, out Hash128)
    IBaker.AddBlobAssetWithCustomHash<T>(ref BlobAssetReference<T>, Hash128)
    IBaker.TryGetBlobAssetReference<T>(Hash128, out BlobAssetReference<T>)
    IBaker.AddComponent<T>(Entity)
    IBaker.AddComponent<T>(Entity, in T)
    IBaker.AddComponent(Entity, ComponentType)
    IBaker.AddComponent(Entity, in ComponentTypeSet)
    IBaker.AddComponentObject<T>(Entity, T)
    IBaker.AddSharedComponentManaged<T>(Entity, T)
    IBaker.AddSharedComponent<T>(Entity, T)
    IBaker.AddBuffer<T>(Entity)
    IBaker.SetComponent<T>(Entity, in T)
    IBaker.SetComponentEnabled<T>(Entity, bool)
    IBaker.SetSharedComponentManaged<T>(Entity, in T)
    IBaker.SetSharedComponent<T>(Entity, in T)
    IBaker.SetBuffer<T>(Entity)
    IBaker.AppendToBuffer<T>(Entity, T)
    IBaker.CreateAdditionalEntity(TransformUsageFlags, bool, string)
    IBaker.CreateAdditionalEntities(NativeArray<Entity>, TransformUsageFlags, bool)
    IBaker.RegisterPrefabForBaking(GameObject)
    IBaker.AddTransformUsageFlags(TransformUsageFlags)
    IBaker.AddTransformUsageFlags(Entity, TransformUsageFlags)
    IBaker.IsBakingForEditor()
    IBaker.GetDotsSettings()
    Namespace: Unity.Rendering
    Assembly: Unity.Entities.Graphics.dll
    Syntax
    public class OverrideLightProbeAnchorBaker : Baker<MeshRenderer>

    Methods

    Bake(MeshRenderer)

    Called in the baking process to bake the authoring component

    Declaration
    public override void Bake(MeshRenderer authoring)
    Parameters
    Type Name Description
    MeshRenderer authoring

    The authoring component to bake

    Overrides
    Unity.Entities.Baker<UnityEngine.MeshRenderer>.Bake(UnityEngine.MeshRenderer)
    Remarks

    This method will be called for every instance of TAuthoringType in order to bake that instance.

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