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    Class Merge

    Merge the input with a variety of possible ways

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzAction
    Merge
    Inherited Members
    PixyzAction.API
    PixyzAction.Algo
    PixyzAction.Core
    PixyzAction.CAD
    PixyzAction.Geom
    PixyzAction.Material
    PixyzAction.Scene
    PixyzAction.Polygonal
    PixyzAction.View
    PixyzAction.Converter
    PixyzAction.SyncMaterials
    PixyzAction.HierarchyMode
    PixyzAction.MeshSyncType
    PixyzAction.m_GameObjectToOccurrences
    PixyzAction.m_EntityToObject
    PixyzAction.m_LocalRoots
    PixyzAction.m_OutputOccurrences
    PixyzAction.kStartProgress
    PixyzAction.Dispose()
    PixyzAction.CleanList(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.InputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.OutputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.PreProcess(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.Run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.PostProcess(ref IList<GameObject>)
    ActionBase.CreateInstance(Type)
    ActionBase.CreateInstance<T>()
    ActionBase.OnActionExecuted
    ActionBase.IsInRuleEngine
    ActionBase.IsInToolbox
    ActionBase.Color
    ActionBase.InputType
    ActionBase.OutputType
    ActionBase.Output
    ActionBase.HelpersMethods
    ActionBase.IsRunning
    ActionBase.GetInfo()
    ActionBase.OnValueChanged()
    ActionBase.Initialize()
    ActionBase.DisplayNameRuleEngine
    ActionBase.DisplayNameToolbox
    ActionBase.ActionNameToolbox
    ActionBase.ActionNameRuleEngine
    ActionBase.GroupNameToolbox
    ActionBase.GroupNameRuleEngine
    ActionBase.Invoke(object)
    ActionBase.ReportProgress(float, string)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Actions
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class Merge : PixyzAction

    Fields

    Name Description
    hierarchyLevel

    When merging by hierarchy level this where the depth is stored

    keepParent

    Will merge each GameObjects with all of its own children.

    mergeByRegionsStrategy

    Number: specify the number of output GameObject (or the number of regions of output GameObject) Size: specify the diagonal size of the output regions

    mergeStrategy

    Choose whether to merge GameObjects into one GameObject or merge GameObjects by materials (one GameObject per material)

    numberOfRegions

    Specify the number of output GameObject (or the number of regions of output GameObject)

    sizeOfRegions

    Specify the diagonal size of the output regions (in Unity unit)

    type

    Merge All: Merge all objects from the initial model as a single object. To merge each selected object recursively with all of its child objects, select Keep Parent. Merge By Material: Merge all objects that are from the initial model and that share the same material. Merge Final Level: Merge the last hierarchy level below the input objects. Merge By Hierarchy level: Merge the specified hierarchy levels below the input objects. The selected GameObjects must be placed at the same hierarchy level. Merge By Name: Merge all input objects that share the same name. Merge By Regions: Merge input GameObjects within the same area

    Properties

    Name Description
    Icon

    Icon to be displayed in Toolbox and Rule Engine. If null, no icon will be displayed. To support light and dark themes: specify light theme path. Dark theme file name should be the same with a "d_" prefix. To support selected and unselected states: selected files names should be the same as main files but with a "s_" prefix.

    Id

    The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example).

    IsAsync

    Should the Action be fired in as a Task

    MenuPathRuleEngine

    The menu path for the RuleEngine.

    MenuPathToolbox

    The menu path for the Toolbox.

    Priority

    The order to use when placing this Action in a list. If the value is -1, the display name will be used instead;

    Tooltip

    Returns the tooltip.

    Methods

    Name Description
    GetErrors()

    Virtual method for Error checks before execution.

    GetWarnings()

    Virtual method for Warning checks before execution.

    PostProcess(ref IList<GameObject>)

    Use to modify the output after the 'Run' method is executed. Always executed on the main thread.

    PreProcess(ref IList<GameObject>)

    Use to validate/modify the input before the 'Run' method is executed. Always executed on the main thread.

    Run(IList<GameObject>)

    Abstract execution method. When creating a new Action, this method implementation will hold all the processing code. Executed on a background thread if IsAsync is true.

    Run(OccurrenceList)

    Runs in Pixyz context. To be overriden in the derived class.

    Validate(object)

    Called to validated/check the new input (new selection in the editor with toolbox action, or before running action in ruleset)

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