docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Namespace Unity.Importer.USD

    Classes

    AddMeshFilterToGameObjectsNode

    This node will add MeshFilter and MeshRenderer to the GameObjects of the hierarchy. This supports re-using meshes if USD reference are used in this asset.

    AddMeshFilterToGameObjectsNode.InputPort

    Input ports of the AddMeshFilterToGameObjectsNode.

    AddMeshFilterToGameObjectsNode.OutputPort

    Output ports of the AddMeshFilterToGameObjectsNode.

    AddSkinnedMeshRendererToGameObjectsNode

    This node will add SkinnedMeshRenderer to the GameObjects of the hierarchy. This supports re-using meshes if USD reference are used in this asset.

    AddSkinnedMeshRendererToGameObjectsNode.InputPort

    Input ports of the AddSkinnedMeshRendererToGameObjectsNode.

    AddSkinnedMeshRendererToGameObjectsNode.OutputPort

    Output ports of the AddSkinnedMeshRendererToGameObjectsNode.

    BaseMatrixConversionNode<T>

    Basis for node reading transform matrices from a USD file and converting them to XFormableDescription.

    BaseMatrixConversionNode<T>.BaseInputPort

    Base Input ports of the BaseMatrixConversionNode<T>.

    BaseMatrixConversionNode<T>.OutputPort

    Output ports of the BaseMatrixConversionNode<T>.

    BuildHierarchyNode

    This node will use the provided PrimPath-GameObjects mapping and build a single Unity GameObjects hierarchy from it.

    BuildHierarchyNode.InputPort

    Input ports of the BuildHierarchyNode.

    BuildHierarchyNode.OutputPort

    Output ports of the BuildHierarchyNode.

    ComputeNormalsAndTangentsNode

    Recompute normals and tangents for mesh that are missing any of them.

    ComputeNormalsAndTangentsNode.InputPort

    Input ports of the ComputeNormalsAndTangentsNode.

    ComputeNormalsAndTangentsNode.OutputPort

    Output ports of the ComputeNormalsAndTangentsNode.

    ConvertSkeletonRigToXFormableNode

    This node will read skeleton RigDescription to convert them to XFormableDescription. The result can be used to create skeleton Transform hierarchies.

    ConvertSkeletonRigToXFormableNode.InputPort

    Input ports of the ConvertSkeletonRigToXFormableNode.

    CreateCameraNode

    This node will add Camera component to the GameObjects of the hierarchy.

    CreateCameraNode.InputPort

    Input ports of the CreateCameraNode.

    CreateCameraNode.OutputPort

    Output ports of the CreateCameraNode.

    CreateDiskLightNode

    This node will add Light component to the GameObjects of the hierarchy.

    CreateDiskLightNode.InputPort

    Input ports of the CreateDiskLightNode.

    CreateDiskLightNode.OutputPort

    Output ports of the CreateDiskLightNode.

    CreateDistantLightNode

    This node will add Light component to the GameObjects of the hierarchy.

    CreateDistantLightNode.InputPort

    Input ports of the CreateDistantLightNode.

    CreateDistantLightNode.OutputPort

    Output ports of the CreateDistantLightNode.

    CreateEmptyObjectsNode

    This node will create empty GameObjects in the hierarchy, at the path of the provided prims.

    CreateEmptyObjectsNode.InputPort

    Input ports of the CreateEmptyObjectsNode.

    CreateEmptyObjectsNode.OutputPort

    Output ports of the CreateEmptyObjectsNode.

    CreateMaterialFromMeshColorNode

    This node will create Unity Materials using the provided MaterialPrimPath-UsdMaterialDescription. By default, the shader used to create Materials is 'usdPreviewSurfaceShader'.

    CreateMaterialFromMeshColorNode.InputPort

    Input ports of the CreateMaterialFromMeshColorNode.

    CreateMaterialFromMeshColorNode.OutputPort

    Output ports of the CreateMaterialFromMeshColorNode.

    CreateMaterialNode

    This node will create Unity Materials using the provided MaterialPrimPath-UsdMaterialDescription. By default, the shader used to create Materials is 'Autodesk Interactive'.

    CreateMaterialNode.InputPort

    Input ports of the CreateMaterialNode.

    CreateMaterialNode.OutputPort

    Output ports of the CreateMaterialNode.

    CreateRectLightNode

    This node will add Light component to the GameObjects of the hierarchy.

    CreateRectLightNode.InputPort

    Input ports of the CreateRectLightNode.

    CreateRectLightNode.OutputPort

    Output ports of the CreateRectLightNode.

    CreateSphereLightNode

    This node will add Light component to the GameObjects of the hierarchy.

    CreateSphereLightNode.InputPort

    Input ports of the CreateSphereLightNode.

    CreateSphereLightNode.OutputPort

    Output ports of the CreateSphereLightNode.

    CreateXFormNode

    This node will create GameObjects and initialize their transform position, scale and rotation, using the provided XFormableDescription.

    CreateXFormNode.InputPort

    Input ports of the CreateXFormNode.

    CreateXFormNode.OutputPort

    Output ports for the CreateXFormNode.

    CurvesImportUtils

    Helper class used by nodes importing UsdGeomCurves

    DisposeUsdImporterNode

    This node ensure that an USD stage used during

    DisposeUsdImporterNode.InputPort

    Input ports of the DisposeUsdImporterNode.

    DisposeUsdImporterNode.OutputPort

    Output ports of the DisposeUsdImporterNode.

    DuplicateVerticesRemovalNode

    This node removes duplicate vertices from input meshes and output meshes containing unique vertices

    DuplicateVerticesRemovalNode.InputPort

    Input ports of the DuplicateVerticesRemovalNode.

    DuplicateVerticesRemovalNode.OutputPort

    Output ports of the DuplicateVerticesRemovalNode.

    ExtractUsdStageMetadataNode

    This node will extract metadata from the imported file USD stage.

    ExtractUsdStageMetadataNode.InputPort

    Input ports of the ExtractUsdStageMetadataNode.

    ExtractUsdStageMetadataNode.OutputPort

    Output ports of the ExtractUsdStageMetadataNode.

    FilterMeshTypeNode

    This node will filter mesh based on whether they need to be skinned or not.

    FilterMeshTypeNode.InputPort

    Input ports of the FilterMeshTypeNode.

    FilterMeshTypeNode.OutputPort

    Output ports of the FilterMeshTypeNode.

    FilterMissingHierarchyNode

    This node will traverse the usd stage and filter any PrimPath that is not present in the gameobjects input. These missing PrimPath will then be output, sorted with the provided filterTfType.

    FilterMissingHierarchyNode.InputPort

    Input ports of the FilterMissingHierarchyNode.

    FilterMissingHierarchyNode.OutputPort

    Output ports of the FilterMissingHierarchyNode.

    FilterPrimsByKindNode

    Filter node which outputs a list of prims that are of the given USD Kind in given a list of prims

    FilterPrimsByKindNode.InputPort

    Input ports of the FilterPrimsByKindNode.

    FilterPrimsByKindNode.OutputPort

    Output ports of the FilterPrimsByKindNode.

    FilterPrimsByTfTypeNode

    Filter node which outputs a list of prims that are of the given USD TfType in a given Usd stage

    FilterPrimsByTfTypeNode.InputPort

    Input ports of the FilterPrimsByTfTypeNode.

    FilterPrimsByTfTypeNode.OutputPort

    Output ports of the FilterPrimsByTfTypeNode.

    FilterPrimsByUntypedNode

    Filter node which outputs a list of prims that dont have a concrete UsdType in given a list of prims

    FilterPrimsByUntypedNode.InputPort

    Input ports of the FilterPrimsByUntypedNode.

    FilterPrimsByUntypedNode.OutputPort

    Output ports of the FilterPrimsByUntypedNode.

    FilterStageByAppliedSchemaNode

    Filter node which outputs a list of prims that have the given schema applied in a given Usd stage.

    FilterStageByAppliedSchemaNode.InputPort

    Input ports of the FilterStageByAppliedSchemaNode.

    FilterStageByAppliedSchemaNode.OutputPort

    Output ports of the FilterStageByAppliedSchemaNode.

    FilterStageByKindNode

    Filter node which outputs a list of prims that are of the given USD Kind in a given Usd stage

    FilterStageByKindNode.InputPort

    Input ports of the FilterStageByKindNode.

    FilterStageByKindNode.OutputPort

    Output ports of the FilterStageByKindNode.

    FilterStageByTfTypeNode

    Filter node which outputs a list of prims that are of the given USD TfType in given list of prims

    FilterStageByTfTypeNode.InputPort

    Input ports of the FilterStageByTfTypeNode.

    FilterStageByTfTypeNode.OutputPort

    Output ports of the FilterStageByTfTypeNode.

    FilterStageByUntypedNode

    Filter node which outputs a list of prims that dont have a concrete UsdType in a given Usd stage. E.g. def primNode { }

    FilterStageByUntypedNode.InputPort

    Input ports of the FilterStageByUntypedNode.

    FilterStageByUntypedNode.OutputPort

    Output ports of the FilterStageByUntypedNode.

    GetTfTypeByNameNode

    Get the USD TfType with the given name

    GetTfTypeByNameNode.InputPort

    Input ports of the GetTfTypeByNameNode.

    GetTfTypeByNameNode.OutputPort

    Output ports of the GetTfTypeByNameNode.

    IDictionaryAggregatorNode<T>

    This node will aggregate its inputs into a single output. It handles inputs that implements IDictionary.

    IDictionaryAggregatorNode<T>.InputPort

    Input ports of the IDictionaryAggregatorNode<T>.

    IDictionaryAggregatorNode<T>.OutputPort

    Output ports of the IDictionaryAggregatorNode<T>.

    IListAggregatorNode<T>

    This node will aggregate its inputs into a single output. It handles inputs that implements IList.

    IListAggregatorNode<T>.InputPort

    Input ports of the IListAggregatorNode<T>.

    IListAggregatorNode<T>.OutputPort

    Output ports of the IListAggregatorNode<T>.

    MapMaterialToMeshNode

    This node will assign the provided Unity Materials to their corresponding MeshFilter.

    MapMaterialToMeshNode.InputPort

    Input ports of the MapMaterialToMeshNode.

    MapMaterialToMeshNode.OutputPort

    Output ports of the MapMaterialToMeshNode.

    MapTextureToMaterialNode

    This node will assign the provided Texture2D to their respective Materials.

    MapTextureToMaterialNode.InputPort

    Input ports of the MapTextureToMaterialNode.

    MapTextureToMaterialNode.OutputPort

    Output ports of the MapTextureToMaterialNode.

    PrimsRegexFilterNode

    This node will filter a list of prims based on their path and a provided regex.

    PrimsRegexFilterNode.InputPort

    Input ports of the PrimsRegexFilterNode.

    PrimsRegexFilterNode.OutputPort

    Output ports of the PrimsRegexFilterNode.

    PrimvarToVertexAttributeMapping

    Allow to provide a PrimVar name mapping for mesh components.

    PrimvarToVertexAttributeMappingToken

    Allow to provide a PrimVar name mapping for mesh components, using tokens.

    ReadCameraNode

    This node will read CameraDescriptions info from a list of UsdGeomCamera prim.

    ReadCameraNode.InputPort

    Input ports of the ReadCameraNode.

    ReadCameraNode.OutputPort

    Output ports of the ReadCameraNode.

    ReadDiskLightNode

    This node will read DiskLightDescription info from a list of UsdLuxDiskLight prims.

    ReadDiskLightNode.InputPort

    Input ports of the ReadDiskLightNode.

    ReadDiskLightNode.OutputPort

    Output ports of the ReadDiskLightNode.

    ReadDistantLightNode

    This node will read DistantLightDescriptions info from a list of UsdLuxDistantLight prims.

    ReadDistantLightNode.InputPort

    Input ports of the ReadDistantLightNode.

    ReadDistantLightNode.OutputPort

    Output ports of the ReadDistantLightNode.

    ReadMaterialNode

    This node will read Unity Material info from a list of UsdShadeMaterial prim.

    ReadMaterialNode.InputPort

    Input ports of the ReadMaterialNode.

    ReadMaterialNode.OutputPort

    Output ports of the ReadMaterialNode.

    ReadMeshMaterialDescriptionNode

    This node will read the mesh and sub-mesh information from a list of USD Prims and extract the info of which materials and display colors are assigned to each of them.

    ReadMeshMaterialDescriptionNode.InputPort

    Input ports of the ReadMeshMaterialDescriptionNode.

    ReadMeshMaterialDescriptionNode.OutputPort

    Output ports of the ReadMeshMaterialDescriptionNode.

    ReadMeshNode

    This node will use the provided usdMeshes and convert them to Unity meshes.

    ReadMeshNode.InputPort

    Input ports of the ReadMeshNode.

    ReadMeshNode.OutputPort

    Output ports of the ReadMeshNode.

    ReadRectLightNode

    This node will read RectLightDescription info from a list of UsdLuxRectLight prims.

    ReadRectLightNode.InputPort

    Input ports of the ReadRectLightNode.

    ReadRectLightNode.OutputPort

    Output ports of the ReadRectLightNode.

    ReadReferencesNode

    This node will parse the given prims and output a mapping of prim path to their Master prim path. If the prim is not a proxy and a master prim does not exist, the prim path will be mapped with its own path.

    ReadReferencesNode.InputPort

    Input ports of the ReadReferencesNode.

    ReadReferencesNode.OutputPort

    Output ports of the ReadReferencesNode.

    ReadSkeletonRootNode

    This node will read skeleton roots data from the skeleton root prims and output their blend shape and rig data.

    ReadSkeletonRootNode.InputPort

    Input ports of the ReadSkeletonRootNode.

    ReadSkeletonRootNode.OutputPort

    Output ports of the ReadSkeletonRootNode.

    ReadSkinnedMeshNode

    This node will use the provided usdMeshes and convert them to Unity skinned meshes.

    ReadSkinnedMeshNode.InputPort

    Input ports of the ReadSkinnedMeshNode.

    ReadSkinnedMeshNode.OutputPort

    Output ports of the ReadSkinnedMeshNode.

    ReadSphereLightNode

    This node will read SphereLightDescription info from a list of UsdLuxSphereLight prims.

    ReadSphereLightNode.InputPort

    Input ports of the ReadSphereLightNode.

    ReadSphereLightNode.OutputPort

    Output ports of the ReadSphereLightNode.

    ReadVisibilityNode

    This node will parse the given prims and output a list of invisible primpath

    ReadVisibilityNode.InputPort

    Input ports of the ReadVisibilityNode.

    ReadVisibilityNode.OutputPort

    Output ports of the ReadVisibilityNode.

    ReadXFormNode

    This node will read XForm data from each prim in the USD file. It will then convert them into a format closer to Unity transform description.

    ReadXFormNode.InputPort

    Input ports of the ReadXFormNode.

    SampleBasisCurvesNode

    This node will read in generalized data from a UsdGeomBasisCurves prim and sample it when needed. For more info on UsdGeomBasisCurves, look at https://graphics.pixar.com/usd/dev/api/class_usd_geom_basis_curves.html

    SampleBasisCurvesNode.InputPort

    Input ports of the SampleBasisCurvesNode.

    SampleBasisCurvesNode.OutputPort

    Output ports of the SampleBasisCurvesNode.

    SampleNurbsCurvesNode

    This node will read in generalized data from a UsdGeomNurbsCurves prim and sample it. For more info on UsdGeomNurbsCurves, look at https://graphics.pixar.com/usd/dev/api/class_usd_geom_nurbs_curves.html

    SampleNurbsCurvesNode.InputPort

    Input ports of the SampleNurbsCurvesNode.

    SampleNurbsCurvesNode.OutputPort

    Output ports of the SampleNurbsCurvesNode.

    SkelUtils

    Utilities to access Usd skeletal data

    UsdStageOpenNode

    This node will create a USD stage for the imported USD file.

    UsdStageOpenNode.InputPort

    Input ports of the UsdStageOpenNode.

    UsdStageOpenNode.OutputPort

    Output ports of the UsdStageOpenNode.

    WriteMeshNode

    This node will use the provided MeshDescriptions and convert them to Unity meshes.

    WriteMeshNode.InputPort

    Input ports of the WriteMeshNode.

    WriteMeshNode.OutputPort

    Output ports of the WriteMeshNode.

    Structs

    BaseMatrixConversionNode<T>.ExtractMatrixFromPrimJob

    Job worker that extracts Usd transforms for prims and converts them to 4x4 matrices

    BlendShape

    Structure holding all the information required to create blend shapes in Unity

    BlendShapeDescription

    BlendShape data for a mesh.

    CameraDescription

    Represents a camera.

    CurvesDescription

    Represents a set of curve data buffers.

    DiskLightDescription

    Represents a Disk light.

    DisplayColorMaterialDescription

    Describes the parameters of a specific material, created from displayColor/displayOpacity data.

    DistantLightDescription

    Describes a Distant light.

    LightBrightnessDescription

    Describes the brightness of a light.

    LightColorDescription

    Describes the color of a light.

    LightShapeDescription

    Describes a Spot light cone.

    MeshDescription

    Data describing a mesh in Unity.

    RectLightDescription

    Represents a Rectangle light.

    RigDescription

    Represents a skeleton transform data

    SamplesPerStrandSetting

    Containing struct for the SamplesPerStrand value.

    SkinningData

    Structure containing the skinning data required to create skinned meshes in Unity

    SphereLightDescription

    Represents a Sphere light.

    StageConversionData

    Data describing necessary stage data needed from mesh conversion.

    TextureSamplerSettings

    Describes the parameters of a texture sampler.

    TextureUVTransform

    Describes a texture UV transform.

    TransformData

    A set of data representing the main component of a Unity Transform.

    UsdMaterialDescription

    Describes the parameters of a specific material.

    UsdSkinnedMeshData

    Represents a USD skeleton data. Used to properly set Weights on Mesh> and SkinnedMeshRenderer during Mesh conversion.

    UsdStageMetadata

    Metadata extracted from the USD stage of the imported file.

    XFormableDescription

    Represents the data related to an XForm USD Prim. The translation, rotation and scale data have been converted to a representation closer to Unity Transforms.

    Enums

    CameraDescription.ProjectionType

    Enumeration of camera's projection types.

    CurveBasis

    Defines the matrix & v-step applied to sample a particular curve, only relevant for cubic curves

    CurveType

    Type of the UsdGeomBasisCurves.

    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)