Class PixyzContext
Allow translation of gameobjects to pixyz (asset oriented)
Inherited Members
Namespace: UnityEditor.PixyzPlugin4Unity.Processing
Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
Syntax
[Obsolete("Will be removed in futures version, use TreeConverter instead")]
public class PixyzContext : IDisposable, ICloneable
Constructors
Name | Description |
---|---|
PixyzContext(MaterialSyncType) | Construct a instance of pixyz context with a material sync mode (cannot be changed afterward) |
Fields
Name | Description |
---|---|
pixyzMatrices | Keep track of matrices for meshes present in scene |
pixyzMeshes | Keep track of meshes present in the scene |
Properties
Name | Description |
---|---|
API | The API instance used to make calls to pixyz |
GeneratedMaterials | List of all materials translated from pixyz to unity (usefull if they need to be saved outside the scene) |
GeneratedMesh | List of all meshes translated from pixyz to unity (usefull if they need to be saved outside the scene) |
GeneratedTextures | List of all textures translated from pixyz to unity (usefull if they need to be saved outside the scene) |
Methods
Name | Description |
---|---|
AddUnityMeshToPixyz(PiXYZAPI, Renderer, Mesh, Material[]) | Create a mesh definition from input without creating into pixyz and without clearing pixyzMeshes and pixyzMatrices |
AddUnityMeshToPixyzCreate(PiXYZAPI, Renderer, Mesh, Material[]) | Create a mesh from input into pixyz without clearing pixyzMeshes and pixyzMatrices |
Clone() | Clone this context unity side but also pixyz side by clone meshes. /!\ pixyzMeshes and pixyzMatrices will be overriden |
Dispose() | Dispose this context and all contexts, pixyz has currently only one way to remove all unused assets. All ids will be invalid |
LinkContext(PixyzContext) | Allow this context to re-use already translated assets from pixyz to unity (used for shared materials, meshes, texture) |
PixyzMeshToUnityObject(IEnumerable<MeshDefinition>) | Retrieve a list of gameobject from pixyz meshs definitions, transform are not applied. |
PixyzMeshToUnityObject(uint[]) | Retrieve a list of gameobject from pixyz meshs, transform are not applied. |
PixyzMeshToUnityObject(MeshDefinition) | Retrieve a gameobject from a pixyz mesh definition, transform is not applied. |
PixyzMeshToUnityRenderer(uint[]) | Retrieve a list of renderers from pixyz meshs, transform are not applied. |
PixyzMeshToUnityRenderer(MeshDefinition) | Retrieve a renderers from pixyz meshs, transform is not applied. |
UnityMeshToPixyz(PiXYZAPI, Renderer, Mesh, Material[], uint) | Create a mesh definition from input without creating into pixyz. (pixyzMeshes and pixyzMatrices are auto filled) |
UnityMeshToPixyzCreate(PiXYZAPI, Renderer, Mesh, Material[]) | Create a mesh from input into pixyz. (pixyzMeshes and pixyzMatrices are auto filled) |
UnityMeshesToPixyz(PiXYZAPI, IList<Renderer>, IList<Mesh>, IList<Material[]>) | Create meshes definition from input without creating into pixyz. (pixyzMeshes and pixyzMatrices are auto filled) Does not handle instancing. |
UnityMeshesToPixyzCreate(PiXYZAPI, List<Renderer>, IList<Mesh>, IList<Material[]>) | Create meshes from input into pixyz. (pixyzMeshes and pixyzMatrices are auto filled) Handle instances |
UnityMeshesToPixyzCreate(in PiXYZAPI, in MeshData) | Create meshes from input into pixyz. (pixyzMeshes and pixyzMatrices are auto filled) Handle instances |