docs.unity3d.com
    Show / Hide Table of Contents

    Class PiXYZVredProductImporterWizard

    Class PiXYZVredProductImporterWizard.

    Inheritance
    Object
    Object
    ScriptableObject
    EditorWindow
    ScriptableWizard
    PiXYZVredProductImporterWizard
    Inherited Members
    UnityEditor.ScriptableWizard.DisplayWizard<T>(System.String)
    UnityEditor.ScriptableWizard.DisplayWizard<T>(System.String, System.String)
    UnityEditor.ScriptableWizard.DisplayWizard<T>(System.String, System.String, System.String)
    UnityEditor.ScriptableWizard.DisplayWizard(System.String, System.Type, System.String)
    UnityEditor.ScriptableWizard.DisplayWizard(System.String, System.Type)
    ScriptableWizard.DisplayWizard(String, Type, String, String)
    ScriptableWizard.helpString
    ScriptableWizard.errorString
    ScriptableWizard.createButtonName
    ScriptableWizard.otherButtonName
    ScriptableWizard.isValid
    EditorWindow.BeginWindows()
    EditorWindow.EndWindows()
    EditorWindow.ShowNotification(GUIContent)
    EditorWindow.ShowNotification(GUIContent, Double)
    EditorWindow.RemoveNotification()
    UnityEditor.EditorWindow.ShowTab()
    EditorWindow.Focus()
    EditorWindow.ShowUtility()
    EditorWindow.ShowPopup()
    EditorWindow.ShowModalUtility()
    EditorWindow.ShowAsDropDown(Rect, Vector2)
    EditorWindow.Show()
    EditorWindow.Show(Boolean)
    EditorWindow.ShowAuxWindow()
    EditorWindow.ShowModal()
    EditorWindow.GetWindow(Type, Boolean, String, Boolean)
    EditorWindow.GetWindow(Type, Boolean, String)
    EditorWindow.GetWindow(Type, Boolean)
    EditorWindow.GetWindow(Type)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean, String)
    EditorWindow.GetWindowWithRect(Type, Rect, Boolean)
    EditorWindow.GetWindowWithRect(Type, Rect)
    UnityEditor.EditorWindow.GetWindow<T>()
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String)
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Boolean, System.String, System.Boolean)
    UnityEditor.EditorWindow.GetWindow<T>(System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.GetWindow<T>(System.String, System.Boolean, System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.Type[])
    UnityEditor.EditorWindow.CreateWindow<T>(System.String, System.Type[])
    UnityEditor.EditorWindow.HasOpenInstances<T>()
    EditorWindow.FocusWindowIfItsOpen(Type)
    UnityEditor.EditorWindow.FocusWindowIfItsOpen<T>()
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String)
    UnityEditor.EditorWindow.GetWindowWithRect<T>(UnityEngine.Rect, System.Boolean, System.String, System.Boolean)
    EditorWindow.SaveChanges()
    EditorWindow.Close()
    EditorWindow.Repaint()
    EditorWindow.SendEvent(Event)
    EditorWindow.GetExtraPaneTypes()
    EditorWindow.rootVisualElement
    EditorWindow.wantsMouseMove
    EditorWindow.wantsMouseEnterLeaveWindow
    EditorWindow.wantsLessLayoutEvents
    EditorWindow.autoRepaintOnSceneChange
    EditorWindow.maximized
    EditorWindow.hasFocus
    EditorWindow.docked
    EditorWindow.focusedWindow
    EditorWindow.mouseOverWindow
    EditorWindow.hasUnsavedChanges
    EditorWindow.saveChangesMessage
    EditorWindow.minSize
    EditorWindow.maxSize
    EditorWindow.title
    EditorWindow.titleContent
    UnityEditor.EditorWindow.depthBufferBits
    UnityEditor.EditorWindow.antiAlias
    EditorWindow.position
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(String)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    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, Boolean)
    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, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, Boolean)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
    Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindObjectOfType(Type, Boolean)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: UnityEngine.Industrial.Configuring.Importers.PiXYZVredProductImporter.Editor
    Syntax
    public class PiXYZVredProductImporterWizard : ScriptableWizard

    Fields

    _overwriteAssignments

    If checked, all material and geometry switch assignments are overwritten in the variant table. Otherwise, any customly set assginments (e.g., static ones) are retained.

    Declaration
    [Tooltip("If checked, all material and geometry switch assignments are overwritten in the variant table. Otherwise, any customly set assginments (e.g., static ones) are retained.")]
    [SerializeField]
    public bool _overwriteAssignments
    Field Value
    Type Description
    Boolean

    _overwriteExistingPrefabs

    Overwrite exisiting prefabs or prefab variants.

    Declaration
    [Tooltip("Overwrite exisiting prefabs or prefab variants.")]
    [SerializeField]
    public bool _overwriteExistingPrefabs
    Field Value
    Type Description
    Boolean

    _piXYZVredPrefab

    Prefab created by the PiXYZ Vred import.

    Declaration
    [Tooltip("Prefab created by the Pixyz Vred import.")]
    [SerializeField]
    public GameObject _piXYZVredPrefab
    Field Value
    Type Description
    GameObject

    _savePrefabAsVariant

    The VRED components on the import prefab must be disabled in order for variant switching to work properly. If this option is checked, a prefab variant is derived from the imported prefab with the VRED componets removed. Otherwise, the original prefab is changed directly.

    Declaration
    [Tooltip("The VRED components on the import prefab must be disabled in order for variant switching to work properly. If this option is checked, a prefab variant is derived from the imported prefab with the VRED componets removed. Otherwise, the original prefab is changed directly.")]
    [SerializeField]
    public bool _savePrefabAsVariant
    Field Value
    Type Description
    Boolean

    OnClose

    Raises the Close event.

    Declaration
    public Action OnClose
    Field Value
    Type Description
    Action

    OnImport

    The on import

    Declaration
    public Action<Product> OnImport
    Field Value
    Type Description
    Action<Product>

    Methods

    CreateWizard()

    Creates the wizard.

    Declaration
    [MenuItem("Forma/Import/Pixyz VRED Product...")]
    public static PiXYZVredProductImporterWizard CreateWizard()
    Returns
    Type Description
    PiXYZVredProductImporterWizard

    PiXYZVredProductImporterWizard.

    DrawWizardGUI()

    Draw wizard gui

    Declaration
    protected override bool DrawWizardGUI()
    Returns
    Type Description
    Boolean

    True if drawn

    Overrides
    ScriptableWizard.DrawWizardGUI()

    OnWizardCreate()

    On wizard create

    Declaration
    protected void OnWizardCreate()
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023