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    Class RemoveOccluded

    Remove occluded geometry from the input GameObjects

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzAction
    RemoveOccluded
    Inherited Members
    PixyzAction.IsAsync
    PixyzAction.API
    PixyzAction.Algo
    PixyzAction.Core
    PixyzAction.CAD
    PixyzAction.Geom
    PixyzAction.Material
    PixyzAction.Scene
    PixyzAction.Polygonal
    PixyzAction.View
    PixyzAction.Converter
    PixyzAction.HierarchyMode
    PixyzAction.MeshSyncType
    PixyzAction.m_GameObjectToOccurrences
    PixyzAction.m_EntityToObject
    PixyzAction.m_LocalRoots
    PixyzAction.m_OutputOccurrences
    PixyzAction.kStartProgress
    PixyzAction.Run(IList<GameObject>)
    PixyzAction.PostProcess(ref IList<GameObject>)
    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.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 RemoveOccluded : PixyzAction

    Fields

    Name Description
    considerTransparencyOpaque

    If true, transparent materials will be considered as opaque, meaning that geometries behind transparent materials will be removed.

    density

    The higher the precision is, the longer the function will take, but also higher are the chances it does not miss a visible triangle.

    hemiEvaluation

    When activated, evaluation will be performed from the top and around the object but not from the bottom.

    minimumCavitiesToPreserve

    Cavity volume in cubic meters.

    For instance, to preserve what's inside your living room in a house, put a bit less than its full volume. The algorithm will then remove hidden triangle/Gamobject/sub-mesh inside your living's room furnitures but not the furnitures themselves.

    neighborsPreservation

    Preserve the N neighbors of not occluded triangles. It's recommanded to put 0 on low-detail LODs. Put >0 for higher detailed LODs.

    precision

    The higher the precision is, the longer the function will take, but also higher are the chances it does not miss a visible triangle.

    precisionPreset

    Precision values recommanded by Asset Transformer.

    preserveCavities

    Preserve input internal cavities. Car cockpits, inside of a house...

    selectionLevel

    The type of element to be removed.

    strategy

    Standard: Remove occluded triangles within the meshes.

    Advanced: Keep triangles that are part of an internal area which must be preserved (for example, a car interior, the inside of a house, ...).

    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).

    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;

    SyncMaterials

    Returns how material are synced with pixyz

    Tooltip

    Returns the tooltip.

    Methods

    Name Description
    GetErrors()

    Check if the current context will allow the correct execution of this Action

    GetWarnings()

    Virtual method for Warning checks before execution.

    OnValueChanged()

    Virtual method for implementing operations when a value changed.

    PreProcess(ref IList<GameObject>)

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

    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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