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    Class PixyzContext

    Allow translation of gameobjects to pixyz (asset oriented)

    Inheritance
    object
    PixyzContext
    Implements
    IDisposable
    ICloneable
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    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

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