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    Class CreateColliderAction

    Combine the input into a final object

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzFunction
    CreateColliderAction
    Inherited Members
    PixyzFunction.isAsync
    PixyzFunction._isAsync
    PixyzFunction._output
    PixyzFunction._input
    PixyzFunction._inputParts
    PixyzFunction.SyncMaterials
    PixyzFunction.HierarchyMode
    PixyzFunction.Converter
    PixyzFunction._gameObjectToOccurrences
    PixyzFunction._localRoots
    PixyzFunction.Input
    PixyzFunction.Output
    PixyzFunction.InputParts
    PixyzFunction.runAsync()
    PixyzFunction.run(IList<GameObject>)
    PixyzFunction.Dispose()
    PixyzFunction.CleanList(IList<GameObject>)
    PixyzFunction.DeleteAllInput()
    ActionInOut<IList<GameObject>, IList<GameObject>>.inputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.outputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.preProcess(IList<GameObject>, bool)
    ActionInOut<IList<GameObject>, IList<GameObject>>.run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.runAsync()
    ActionBase.isInRuleEngine
    ActionBase.isInToolbox
    ActionBase.inputType
    ActionBase.outputType
    ActionBase.helpersMethods
    ActionBase.undo
    ActionBase.updateStats
    ActionBase._isRunning
    ActionBase._stepName
    ActionBase._stepProgress
    ActionBase.IsRunning
    ActionBase.StepName
    ActionBase.StepProgress
    ActionBase.completed
    ActionBase.progressChanged
    ActionBase.executionErrors
    ActionBase.getInfos()
    ActionBase.onAfterDraw()
    ActionBase.postProcessCoroutine()
    ActionBase.initialize()
    ActionBase.UpdateProgressBar(float, string)
    ActionBase.UpdateProgressBarCoroutine(float, string)
    ActionBase.displayNameRuleEngine
    ActionBase.displayNameToolbox
    ActionBase.invoke(object, bool)
    ActionBase.invokePreProcess(object, bool)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Toolbox
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class CreateColliderAction : PixyzFunction

    Fields

    Name Description
    boundingBoxType

    Define if the bouding box is define in local or global space

    criterion

    Define the limit used to achieve the desired quality

    featureSize

    if the retopology is FieldAligned and feature size is enabled this is where the feature size will be stored

    gridResolution

    The value set by the preset or the custom value set by the user for the quality of the standard retopology

    gridResolutionPreset

    Defines the quality preset used for the standard retopology algorithm

    isPointCloud

    Define if the input is consisting of point cloud

    maxDecompositionPerMesh

    Define how much time a mesh can be decompose to simplify the geometry

    maxTrianglesPerMesh

    Define the max number of triangle for each decomposition

    resolution

    Define the resolution to compute the concavity of the shape

    strategy

    Define how the mesh of colliders will be generated

    targetRatio

    If the limit is set as ratio of total traingles this is where the value of the limit will be stored

    targetTriangleCount

    If the limit is set as triangle count this is where the value of the limit will be stored

    type

    Define the type of Retopology algorithm used

    useFeatureSize

    if the retopology is FieldAligned this define if the algorithm should use the feature size

    Properties

    Name Description
    id

    Unique id of this action, generated when the file is generated

    menuPathRuleEngine

    The path used for the contextual menu in the RuleEngine

    menuPathToolbox

    The path used for the contextual menu in the Toolbox

    order

    The order to use when placing this action in a list. If the value is -1, the display name will be used instead;

    tooltip

    Quick description to describe the behavior of this action

    Methods

    Name Description
    getErrors()

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

    getWarnings()

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

    onBeforeDraw()

    Called before the ui editor code for this action is called

    onSelectionChanged(IList<GameObject>)

    Called when the selection in the editor changes to validated/check the new selection

    postProcess()

    Process the result of the action to be used into the source context in it's final form.

    preProcess(IList<GameObject>, bool)

    Prepare the execution of the action

    process()

    Execute the behavior of this action by generating a mesh(es) base on the selected startegy mesh from the input

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