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    Class PixyzFunction

    Base class that should be used if an action need to make calls to the pixyz API

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    PixyzFunction
    BakeImpostor
    CombineAction
    CreateColliderAction
    CreateLightmapUVs
    CreateNormals
    CreateUVs
    DecimateAction
    GenerateBillboardAction
    Merge
    RemoveHiddenAction
    RemoveZFightingAction
    RepairMeshAction
    ReplaceBy
    RetopologizeAction
    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.id
    ActionBase.order
    ActionBase.menuPathRuleEngine
    ActionBase.menuPathToolbox
    ActionBase.isInRuleEngine
    ActionBase.isInToolbox
    ActionBase.tooltip
    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.getErrors()
    ActionBase.executionErrors
    ActionBase.getWarnings()
    ActionBase.getInfos()
    ActionBase.onBeforeDraw()
    ActionBase.onAfterDraw()
    ActionBase.postProcessCoroutine()
    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 abstract class PixyzFunction : ActionInOut<IList<GameObject>, IList<GameObject>>

    Fields

    Name Description
    _gameObjectToOccurrences

    Stores links between input gameobject to translated occurrences

    _input

    The source used by the action

    _inputParts

    Objects from the source that have rendering capabilities

    _isAsync

    Defines if the action should run synchronously or not

    _localRoots

    Occurrences on pixyz side considered as separated branches of the scene

    _output

    The result of the action of the action

    Properties

    Name Description
    Converter

    The converter currently in used to translate from/to pixyz

    HierarchyMode

    Returns how the hierarchy is synced with pixyz

    Input

    Returns all gameobject from the input

    InputParts

    Returns all gameobject from the input that have rendering capabilities

    Output

    Returns all gameobject from the input that have been processed by the action

    SyncMaterials

    Returns how material are synced with pixyz

    isAsync

    Returns if the action should run synchronously or not

    Methods

    Name Description
    CleanList(IList<GameObject>)

    Remove all null value from the inputed list

    DeleteAllInput()

    Delete all gameobjects that were in the input

    Dispose()

    Release any assets or data used when the action was run

    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

    run(IList<GameObject>)

    Run the action as synchronous operation

    runAsync()

    Will execute the action in the context of not being in the main thread

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