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    Class ProductEditScope

    Product editor scope

    Create a scope for an isolated scene to import product

    Inheritance
    Object
    ProductEditScope
    Namespace: UnityEditor.Industrial.Configuring.UI
    Syntax
    public class ProductEditScope : IDisposable

    Fields

    Product

    Product asset loaded in a scene in memory. Use this instance to modify your product, add variants, etc...

    Declaration
    public Product Product
    Field Value
    Type Description
    Product

    ProductPrefabAsset

    Product prefab asset is the product object of the prefab asset. Note that this object is not loaded in memory and you will not be able to modify its content such as its variant table.

    Declaration
    public Product ProductPrefabAsset
    Field Value
    Type Description
    Product

    Scope

    // Get a reference to the Product Prefab's Asset Path

    Declaration
    public PrefabUtility.EditPrefabContentsScope Scope
    Field Value
    Type Description
    PrefabUtility.EditPrefabContentsScope

    Properties

    ProductPrefabAssetPath

    // Get a reference to the Product Prefab's Asset Path

    Declaration
    public string ProductPrefabAssetPath { get; }
    Property Value
    Type Description
    String

    Methods

    Dispose()

    Dispose of the edit scope and closes the in-memory prefab scene

    Declaration
    public void Dispose()

    Init(String)

    Initializes the scope from a the path to a model file

    Declaration
    public Task Init(string cadDataPath)
    Parameters
    Type Name Description
    String cadDataPath
    Returns
    Type Description
    Task

    Task

    Init(GameObject)

    Initializes the scope from a prefab game object

    Declaration
    public Task Init(GameObject cadPrefab)
    Parameters
    Type Name Description
    GameObject cadPrefab
    Returns
    Type Description
    Task

    Task

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