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    Class FlipNormals

    Flip normals of all meshes present in the input

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    FlipNormals
    Inherited Members
    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.Input
    ActionBase.Output
    ActionBase.helpersMethods
    ActionBase.undo
    ActionBase.isAsync
    ActionBase.updateStats
    ActionBase._isRunning
    ActionBase._stepName
    ActionBase._stepProgress
    ActionBase.IsRunning
    ActionBase.StepName
    ActionBase.StepProgress
    ActionBase.completed
    ActionBase.progressChanged
    ActionBase.getErrors()
    ActionBase.executionErrors
    ActionBase.getWarnings()
    ActionBase.getInfos()
    ActionBase.onBeforeDraw()
    ActionBase.onAfterDraw()
    ActionBase.postProcess()
    ActionBase.postProcessCoroutine()
    ActionBase.Dispose()
    ActionBase.onSelectionChanged(IList<GameObject>)
    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 FlipNormals : ActionInOut<IList<GameObject>, IList<GameObject>>

    Fields

    Name Description
    includeTriangleNormals

    Defines if the winding of triangles should also be flipped

    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
    run(IList<GameObject>)

    Execute the behavior of this action by flipping all normals on every mesh of the input

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