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 Add
AddMeshFilterToGameObjectsNode.OutputPort
Output ports of the Add
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 Add
AddSkinnedMeshRendererToGameObjectsNode.OutputPort
Output ports of the Add
BaseMatrixConversionNode<T>
Basis for node reading transform matrices from a USD file and converting them to XFormable
BaseMatrixConversionNode<T>.BaseInputPort
Base Input ports of the Base
BaseMatrixConversionNode<T>.OutputPort
Output ports of the Base
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 Build
BuildHierarchyNode.OutputPort
Output ports of the Build
ComputeNormalsAndTangentsNode
Recompute normals and tangents for mesh that are missing any of them.
ComputeNormalsAndTangentsNode.InputPort
Input ports of the Compute
ComputeNormalsAndTangentsNode.OutputPort
Output ports of the Compute
ConvertSkeletonRigToXFormableNode
This node will read skeleton Rig
ConvertSkeletonRigToXFormableNode.InputPort
Input ports of the Convert
CreateCameraNode
This node will add Camera component to the GameObjects of the hierarchy.
CreateCameraNode.InputPort
Input ports of the Create
CreateCameraNode.OutputPort
Output ports of the Create
CreateDiskLightNode
This node will add Light component to the GameObjects of the hierarchy.
CreateDiskLightNode.InputPort
Input ports of the Create
CreateDiskLightNode.OutputPort
Output ports of the Create
CreateDistantLightNode
This node will add Light component to the GameObjects of the hierarchy.
CreateDistantLightNode.InputPort
Input ports of the Create
CreateDistantLightNode.OutputPort
Output ports of the Create
CreateEmptyObjectsNode
This node will create empty GameObjects in the hierarchy, at the path of the provided prims.
CreateEmptyObjectsNode.InputPort
Input ports of the Create
CreateEmptyObjectsNode.OutputPort
Output ports of the Create
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 Create
CreateMaterialFromMeshColorNode.OutputPort
Output ports of the Create
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 Create
CreateMaterialNode.OutputPort
Output ports of the Create
CreateRectLightNode
This node will add Light component to the GameObjects of the hierarchy.
CreateRectLightNode.InputPort
Input ports of the Create
CreateRectLightNode.OutputPort
Output ports of the Create
CreateSphereLightNode
This node will add Light component to the GameObjects of the hierarchy.
CreateSphereLightNode.InputPort
Input ports of the Create
CreateSphereLightNode.OutputPort
Output ports of the Create
CreateXFormNode
This node will create GameObjects and initialize their transform position, scale and rotation, using the provided XFormable
CreateXFormNode.InputPort
Input ports of the Create
CreateXFormNode.OutputPort
Output ports for the Create
CurvesImportUtils
Helper class used by nodes importing UsdGeomCurves
DisposeUsdImporterNode
This node ensure that an USD stage used during
DisposeUsdImporterNode.InputPort
Input ports of the Dispose
DisposeUsdImporterNode.OutputPort
Output ports of the Dispose
DuplicateVerticesRemovalNode
This node removes duplicate vertices from input meshes and output meshes containing unique vertices
DuplicateVerticesRemovalNode.InputPort
Input ports of the Duplicate
DuplicateVerticesRemovalNode.OutputPort
Output ports of the Duplicate
ExtractUsdStageMetadataNode
This node will extract metadata from the imported file USD stage.
ExtractUsdStageMetadataNode.InputPort
Input ports of the Extract
ExtractUsdStageMetadataNode.OutputPort
Output ports of the Extract
FilterMeshTypeNode
This node will filter mesh based on whether they need to be skinned or not.
FilterMeshTypeNode.InputPort
Input ports of the Filter
FilterMeshTypeNode.OutputPort
Output ports of the Filter
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 Filter
FilterMissingHierarchyNode.OutputPort
Output ports of the Filter
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 Filter
FilterPrimsByKindNode.OutputPort
Output ports of the Filter
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 Filter
FilterPrimsByTfTypeNode.OutputPort
Output ports of the Filter
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 Filter
FilterPrimsByUntypedNode.OutputPort
Output ports of the Filter
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 Filter
FilterStageByAppliedSchemaNode.OutputPort
Output ports of the Filter
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 Filter
FilterStageByKindNode.OutputPort
Output ports of the Filter
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 Filter
FilterStageByTfTypeNode.OutputPort
Output ports of the Filter
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 Filter
FilterStageByUntypedNode.OutputPort
Output ports of the Filter
GetTfTypeByNameNode
Get the USD TfType with the given name
GetTfTypeByNameNode.InputPort
Input ports of the Get
GetTfTypeByNameNode.OutputPort
Output ports of the Get
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 IDictionary
IDictionaryAggregatorNode<T>.OutputPort
Output ports of the IDictionary
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 IList
IListAggregatorNode<T>.OutputPort
Output ports of the IList
MapMaterialToMeshNode
This node will assign the provided Unity Materials to their corresponding MeshFilter.
MapMaterialToMeshNode.InputPort
Input ports of the Map
MapMaterialToMeshNode.OutputPort
Output ports of the Map
MapTextureToMaterialNode
This node will assign the provided Texture2D to their respective Materials.
MapTextureToMaterialNode.InputPort
Input ports of the Map
MapTextureToMaterialNode.OutputPort
Output ports of the Map
PrimsRegexFilterNode
This node will filter a list of prims based on their path and a provided regex.
PrimsRegexFilterNode.InputPort
Input ports of the Prims
PrimsRegexFilterNode.OutputPort
Output ports of the Prims
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 Read
ReadCameraNode.OutputPort
Output ports of the Read
ReadDiskLightNode
This node will read DiskLightDescription info from a list of UsdLuxDiskLight prims.
ReadDiskLightNode.InputPort
Input ports of the Read
ReadDiskLightNode.OutputPort
Output ports of the Read
ReadDistantLightNode
This node will read DistantLightDescriptions info from a list of UsdLuxDistantLight prims.
ReadDistantLightNode.InputPort
Input ports of the Read
ReadDistantLightNode.OutputPort
Output ports of the Read
ReadMaterialNode
This node will read Unity Material info from a list of UsdShadeMaterial prim.
ReadMaterialNode.InputPort
Input ports of the Read
ReadMaterialNode.OutputPort
Output ports of the Read
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 Read
ReadMeshMaterialDescriptionNode.OutputPort
Output ports of the Read
ReadMeshNode
This node will use the provided usdMeshes and convert them to Unity meshes.
ReadMeshNode.InputPort
Input ports of the Read
ReadMeshNode.OutputPort
Output ports of the Read
ReadRectLightNode
This node will read RectLightDescription info from a list of UsdLuxRectLight prims.
ReadRectLightNode.InputPort
Input ports of the Read
ReadRectLightNode.OutputPort
Output ports of the Read
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 Read
ReadReferencesNode.OutputPort
Output ports of the Read
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 Read
ReadSkeletonRootNode.OutputPort
Output ports of the Read
ReadSkinnedMeshNode
This node will use the provided usdMeshes and convert them to Unity skinned meshes.
ReadSkinnedMeshNode.InputPort
Input ports of the Read
ReadSkinnedMeshNode.OutputPort
Output ports of the Read
ReadSphereLightNode
This node will read SphereLightDescription info from a list of UsdLuxSphereLight prims.
ReadSphereLightNode.InputPort
Input ports of the Read
ReadSphereLightNode.OutputPort
Output ports of the Read
ReadVisibilityNode
This node will parse the given prims and output a list of invisible primpath
ReadVisibilityNode.InputPort
Input ports of the Read
ReadVisibilityNode.OutputPort
Output ports of the Read
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 Read
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 Sample
SampleBasisCurvesNode.OutputPort
Output ports of the Sample
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 Sample
SampleNurbsCurvesNode.OutputPort
Output ports of the Sample
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 Usd
UsdStageOpenNode.OutputPort
Output ports of the Usd
WriteMeshNode
This node will use the provided MeshDescriptions and convert them to Unity meshes.
WriteMeshNode.InputPort
Input ports of the Write
WriteMeshNode.OutputPort
Output ports of the Write
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 Skinned
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.