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    Class UsdAsset

    Represents the point at which a UsdStage has been imported into the Unity scene. The goal is to make it easy to re-import the data and to export sparse overrides.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    UsdAsset
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    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.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Formats.USD
    Assembly: solution.dll
    Syntax
    [ExecuteInEditMode]
    public class UsdAsset : MonoBehaviour

    Fields

    Name Description
    LastHandedness
    LastScale
    m_boundingBox
    m_changeHandedness
    m_color
    m_debugPrintVariabilityCache
    m_debugShowSkeletonBindPose
    m_debugShowSkeletonRestPose
    m_displayColorMaterial
    m_enableGpuInstancing
    m_generateLightmapUVs
    m_importCameras
    m_importHierarchy
    m_importMeshes
    m_importMonoBehaviors
    m_importPointInstances
    m_importSceneInstances
    m_importSkinning
    m_importTransforms
    m_interpolation
    m_materialImportMode
    m_metallicWorkflowMaterial
    m_normals
    m_payloadPolicy
    m_points
    m_projectAssetPath
    m_scale
    m_specularWorkflowMaterial
    m_tangents
    m_topology
    m_unwrapAngleError
    m_unwrapAreaError
    m_unwrapHardAngle
    m_unwrapPackMargin
    m_usdRootPath
    m_usdTimeOffset
    m_usdVariabilityCache
    m_useOriginalShaderIfAvailable

    Properties

    Name Description
    Length

    The length of the USD playback time in seconds.

    usdFullPath

    The absolute file path to the USD file from which this asset was created. This path may point to a location outside of the Unity project and may be any file type supported by USD (e.g. usd, usda, usdc, abc, ...). Setting this path will not trigger the asset to be reimported, Reload must be called explicitly.

    Methods

    Name Description
    DestroyAllImportedObjects()

    Finds and destroys all GameObjects that were imported from USD.

    ExportOverrides(Scene)

    Writes overrides over the given scene. The given scene is referenced into the override scene being exported.

    GetScene()

    Returns the USD.NET.Scene object for this USD file. The caller is NOT expected to close the scene.

    ImportUsdAsCoroutine(GameObject, string, double, SceneImportOptions, float)

    Imports the USD scene incrementally, setting a fixed time budget per frame for import operations. Uses StartCoroutine.

    OptionsToState(SceneImportOptions)

    Convert the SceneImportOptions to a serializable form.

    PrepOptionsForTimeChange(ref SceneImportOptions)

    Optimizes the given import options for fast playback. This assumes that the asset was previously imported, therefore it disables import of the material and scene hierarchy.

    Reload(bool)

    Reimports the USD scene, either fully rebuilding every object or updating them in-place.

    RemoveAllUsdComponents()

    Finds all USD behaviors and destroys them, ignores the GameObject and other components.

    SetPayloadState(GameObject, bool)

    Loads or unloads the given payload object. Throws an exception if game object deos not have a UsdPrimSource behaviour.

    SetTime(double, UsdAsset, bool)

    Applies the contents of this USD file to a foreign root object.

    SetVariantSelection(GameObject, string, Dictionary<string, string>)

    Sets the variant selections in USD at the given prim path based on the selections parameter.

    StateToOptions(ref SceneImportOptions)

    Converts the current component state into import options.

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