Class UsdPayload
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
[ExecuteInEditMode]
public class UsdPayload : MonoBehaviour
Properties
Name | Description |
---|---|
IsLoaded | Returns true of the prim is currently loaded. Note that this will return the currently requested load state, which may be pending to be applied on the next update. |
Methods
Name | Description |
---|---|
Load() | Sets the current state to loaded. The actual chagne will be applied on next Update(). |
SetInitialState(bool) | Sets the current state without triggering load/unload operation from the USD scene state. |
Unload() | Sets the current state to unloaded. The actual change will be applied on next Update(). |
Update() | Synchronize the current state in Unity into the USD scenegraph. |