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    Namespace UnityEditor.PixyzPlugin4Unity.Actions

    Classes

    ActionBase

    Base class for making input-storable and invokable Actions. This is the very base class for all RuleEngine and Toolbox Actions.

    ActionInOut<Input, Output>

    Abstract class for In-Out Actions.
    Inherit from this class to create an Action that returns some data from a given input.

    ActionIn<Input>

    Abstract class for In Actions. Inherit from this class to create an Action that do something from a given input.

    ActionOut<Output>

    Abstract class for Out Actions. Inherit from this class to create an Action that returns some data.

    ActionVoid

    Abstract class for In Actions. Inherit from this class to create an Action that do something from a given input.

    AddChild

    Add a Child to each gameobject in the input

    AddLight

    Add a light component to each elements in the input

    AddRigidbody

    Add a rigidbody component to each elements in the input

    BakeAmbientOcclusion

    Compute the Ambient Occlusion (AO) influence between each selected object, and bake it in textures.

    BakeImpostor

    Generate an impostor based on the input

    BakeMaterials

    Combine the input into a final object

    CenterToOrigin

    Recenter input GameObjects around scene origin (0, 0, 0) and recenter pivot points.

    ConformNormals

    Create/Replace normals on the input

    CreateCollider

    Combine the input into a final object

    CreateLightmapUVs

    Creates UVs that can be used for the lightmaps

    CreateNormals

    Create/Replace normals on the input

    CreateUVs

    Create/Replace uvs channel on the input

    Decimate

    Decimate input to the desired quality

    Delete

    Delete all gameobjects present in the input

    DynamicEnum

    A DynamicEnum that uses a String values. This is used for making enum-like dropdowns with variable options in the Unity Editor. This can be used for example in Tool actions UIs for making them dynamic

    ExplodeSubmeshes

    Explode submeshes from the input into distinct meshes

    FilterOnActiveState

    Filter the input based on their active state in the hierachy

    FilterOnLayer

    Filter the input based on a layer

    FilterOnMaterial

    Filter the input base on a Material name

    FilterOnMetadata

    Filter the input base on a metadata

    FilterOnName

    Filter the input based on the GameObjects names

    FilterOnPosition

    Filter the input based on the position relative to a box

    FilterOnSize

    Filter object base on their AABB diagonal size

    FilterOnTag

    Filter object base on their tag

    FilterOnTriangleCount

    Filter object base on their triangle count

    FilterOnVertexCount

    Filter object base on their vertices count

    FilterParameter

    Attribute used to sepecify that the array should be used in combinaison of FilePath to specify file filter in a dialogue

    FlipNormals

    Flip normals of all meshes present in the input

    FreePassAction

    Action used as a placeholder when an Action was not found or is invalid

    GenerateBillboard

    Generate a billboard from the input

    GetChildAt

    Return the child at the index

    GetChildren

    Return all children

    GetContextGameObjects

    Get GameObjects in the current Scene or import context

    GetParents

    Return all children

    HelperMethod

    Attribute for declaring an Action's method as a Helper Method. This method can then be ran from the [...] menu in the RuleEngine GUI.

    Merge

    Merge the input with a variety of possible ways

    MovePivot

    Moves the pivot of an object to the desired location

    PixyzAction

    Base class that should be used if an Action need to make calls to the Pixyz API

    PrintGameObjectsInfo

    Print information on input GameObjects to the console

    PrintMaterialsInfo

    Print information on input Materials (attached to GameObjects) to the console.

    PrintMeshesInfo

    Print information on input Meshes (attached to GameObjects) to the console.

    RandomizeTransform

    Set random transform info on input

    RemoveColliders

    Remove all collider components from input

    RemoveHoles

    Remove holes from meshes to reduce polygon count.

    RemoveOccluded

    Remove occluded geometry from the input GameObjects

    RemoveZFighting

    Remove ZFighting by adding an offset to meshes

    RepairMesh

    Repair meshes by fixing common issues

    ReplaceBy

    Replace each element by an other

    Retopologize

    Retopologize the input into a new mesh

    Select

    Select input GameObjects

    SetAsStatic

    Set inputs static property on gameobejcts

    SetEnabled

    Set inputs enabled property on gameobejcts

    SetLayer

    Set inputs layer property on gameobejcts

    SetMaterial

    Set inputs materials on renderers

    SetMesh

    Set the specified mesh on all renderers

    SetMetadata

    Add a metadata property to input

    SetName

    Set inputs name property on gameobejcts

    SetTag

    Set

    SetTransform

    Change transform values on input

    SnapToGround

    Automatically snap/move the input GameObjects onto the ground of the scene (on the grid).

    SwitchMaterials

    Replace inputs materials on renderers

    UserParameter

    Attribute for declaring an Action's field as an UserParameter. This will result in a UI control if the Action is used in the RuleEngine or the Toolbox.

    Structs

    BakeAmbientOcclusion.AdvancedUVParameters

    Advanced UV parameters

    Decimate.AdvancedParametersQuality

    Contains all information to drive the quality decimation

    Decimate.AdvancedParametersTarget

    Contains all informations about decimate target options

    FilePath

    Allow to display a path within Action UIs

    FilterStringConstraint

    Define a string constraint used in the filters Actions

    FilterStringNumberConstraint

    Define a string constraint used in the filters Actions

    SwitchMaterials.MaterialReplacement

    Describe the materials will be used during the switch

    Enums

    AddChild.Placement

    Describe the placement of the new instance

    BakeAmbientOcclusion.AOMapDimensions

    Output maps sizes in pixels.

    BakeAmbientOcclusion.DenoiseIntensity

    Adjusts the strength of noise reduction in the output maps

    BakeAmbientOcclusion.SamplesPerPixel

    Number of rays used to calculate the occlusion value for each pixel in the rendered image.

    BoundingBoxType

    Describe what type of alignment is used by a bounding box

    ConstraintValidation

    Used to validate Constraint methode and pattern for displaying warning message

    CreateCollider.ProxyStrategy

    Describe what process should be used to generated the mesh used in the collider

    CreateLightmapUVs.QualityMapDimensions

    Describe the resolution preset that will be used for repack operation

    Decimate.DecimationCriterion

    Describe how the decimate is driven

    Decimate.DecimationQuality

    Describe preset for the quality driven decimation

    Decimate.DecimationToTargetStrategy

    Describe the target used

    Decimate.UVImportance

    Describe how UV will be a quality factor

    ExplodeSubmeshes.ExplodeMode

    Enum to choose how the meshes will be exploded

    FilterOnActiveState.Mode

    Check for local or global active state in the hierarchy

    FilterOnPosition.BoundsCondition

    Describe the requirment to validate the position

    FilterOnSize.Type

    Choose whether to filter Renderers using a ratio size compared to the whole input or using an absolute value (in Unity unit)

    GridResolutionPreset

    Describe the number of subdivision in an object

    MapDimensions

    Describe the dimension of a texture

    Merge.MergeByRegionsStrategy

    Describe the cretiron used for group object together during merge by region process

    Merge.MergeMode

    Describe all possible ways to merge the input

    Merge.MergeStrategy

    Describe how merge all should do process objects

    MovePivot.MovePivotOption

    Describe where the pivot should move relative to the object

    OctahedronImpostorType

    Describe the shape the Octahedron

    RemoveOccluded.CullingStrategy

    Describe the type of hidden removal to use

    RemoveOccluded.DensityEnum

    Describe the quality of the remove hidden operation, higher is better but also longer

    RemoveOccluded.PrecisonPreset

    Describe the resolution of cameras used by the detection

    RemoveOccluded.SelectionLevel

    What macro level should be considered by the hidden removal

    RenderImpostorOn

    Describe what type of mesh will be used to render an Impostor

    ReplaceBy.ReplaceByMode

    Describe what should replace elements in the input

    RetopologizeType

    Describe what algorithm should used to execute the retopology

    SetTransform.Referential

    Describe how the transform should be applied on the transform

    StringAndNumberConstrain

    Defines a valid comparison

    StringConstrain

    Defines a valid comparison

    SwitchMaterials.CopyReplace

    Describe how the replacement should happen

    VertexTarget

    Describe how the polygon limit should be expressed

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