Class UsdLayerStack
A mechanism for managing USD layers in a multi-layer shot context.
Inherited Members
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Formats.USD
Assembly: solution.dll
Syntax
[RequireComponent(typeof(UsdAsset))]
public class UsdLayerStack : MonoBehaviour
Fields
Name | Description |
---|---|
m_layerStack | |
m_mutedLayers | |
m_targetLayer |
Methods
Name | Description |
---|---|
SaveLayerStack(Scene, string[]) | Ensure each layer path is expressed in the USD sub layer stack of the given scene, creating the sublayer USD files if needed. |
SaveToLayer() | Writes overrides to the currently targeted subLayer. |