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