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    Built-in actions of the Rule Engine

    Add

    Parameter Description
    Child Adds a child entity to input GameObjects.
    Light Adds light to GameObjects if no light is present.
    Rigidbody Adds a Rigidbody component to GameObjects if no Rigidbody component is present.

    Colliders

    Parameter Description
    Create Colliders Adds colliders to GameObjects if no collider is present.
    Remove Colliders Removes colliders from GameObjects if colliders are present as compound mesh colliders or if the newly created colliders are child entities of the input.

    Debug

    Parameter Description
    GameObjects Info Prints out information on input GameObjects, in the console.
    To print one information line for each GameObject, select Detail Log.
    Materials Info Prints out information on input materials that are attached to GameObjects in the console.
    To print one information line for each material, select Detail Log.
    Meshes Info Prints out information on input meshes that are attached to GameObjects, in the console.
    To print one information line for each mesh, select Detail Log.

    Filter

    Parameter Description
    On Layer Filters input GameObjects based on their layer.
    On Material Filters input GameObjects based on the names of their materials.
    Constraints:
    • Contains: Ignores the GameObjects without material or without at least one material whose name contains the specified value.
    • Does Not Contains: Ignores the GameObjects with at least one material whose name contains the specified value.
    • Is Equal To: Ignores the GameObjects without material or without at least one material whose name matches the specified value.
    On Name Filters input GameObjects based on their names.
    On Position Filters input GameObjects based on their position compared to a defined box volume.
    If the GameObject contains a mesh, the feature tests the whole mesh against the box volume. Otherwise, only the pivot point of the transform is used.
    On Property Filters input GameObjects based on their metadata, which Pixyz stores in a Metadata component at import.
    On Tag Filters input GameObjects based on their tag.
    By Triangles count Filters input GameObjects based on the number of triangles of all their meshes.
    By Vertices count Filters input GameObjects based on the number of vertices of all their meshes.
    By Size Filters input GameObjects based on the size of their diagonal bounding box.

    Get

    Parameter Description
    All GameObjects Gets all the GameObjects in the current scene at any level.
    Child at Gets the child entity at the position that is specified by the index, if it exists.
    Options:
    • Keep Parent: Includes parents from the input in the output.
    Children Gets the children entities of the specified GameObjects.
    Options:
    • Recursive: Gets the children entities from all levels.
    • Keep Parents In Selection: Includes the input GameObjects in the output.
    GameObject Starts with the specified scene GameObject.
    Options:
    • Include Whole Hierarchy: Includes all children objects.
    Imported Models Returns the models that have been imported with Pixyz.
    Latest Imported Model Gets the latest GameObject that has been imported with Pixyz. If no model has been imported with Pixyz in the current scene, the process fails.
    Options:
    • Include Whole Hierarchy: Includes all the child objects from all levels.
    Selected GameObjects Gets the GameObjects that are selected in the Unity Editor.

    Hierarchy

    Parameter Description
    Combine Creates one mesh with one baked material from a set of different meshes with different assigned materials. Geometry is preserved. Initial UVs are preserved but repacked into a new unified texture atlas.
    Explode Explodes each GameObject into multiple GameObjects based on its submesh count, if it has a mesh.
    Merge Merges GameObjects together, but doesn't preserve additional components, such as metadata.
    Options:
    • All Together: Merges all input objects into a single object.
    • With Children: Merges each object recursively with all its child objects.
    Replace by Replaces each GameObject with another object.

    Mesh

    Parameter Description
    Decimate To Quality Reduces the polygon count based on quality criteria.
    Decimate To Target Reduces the polygon count to the specified target number. The importance level of mesh elements (such as UVs, normals, and hard edges) is taken into account.
    Remove Hidden Removes occluded geometries.
    Repair Mesh Attempts a mesh repair.

    Modify

    Parameter Description
    Delete Deletes GameObjects.
    Randomize Transform Randomizes transforms with random values within the specified ranges.
    Switch Materials Switches materials based on their names with materials in the current project.
    Options:
    • Replace References: Replaces materials.
    • Copy Properties: Copies properties (shader, color, intensities…) from the project material to the applied material. The names of initial materials are applied.

    Normals

    Parameter Description
    Create Normals Creates normals for the specified smoothing angle.
    Flip Normals Flips mesh normals.
    Because this feature modifies data at the mesh level, modifications on meshes are visible for any GameObject that uses this mesh, regardless of the input.

    Pivot

    Parameter Description
    Move Pivot Moves the origin (pivot) to another point.

    Remeshing

    Parameter Description
    Create Billboard Generates a fully textured billboard from a model. Creates a mesh composed of multiple planes from the specified meshes.
    Retopologize Creates a remeshed version of the specified mesh, based on the input topology.

    Set

    Parameter Description
    As Static Whether to set GameObjects as static.
    Enabled Whether to activate or deactivate GameObjects.
    Make sure the input contains deactivated items if the Is Visible parameter is set to True.
    Layer Sets the layer of GameObjects.
    Material Replaces the materials of GameObjects with another.
    To switch materials on names, select Modify > Switch Materials.
    Mesh Sets the mesh of GameObjects, for GameObjects that have a MeshFilter component.
    Metadata Sets the Pixyz metadata properties of GameObjects.
    Name Sets the names of GameObjects.
    Transform Sets the position, rotation, and scale of GameObjects.
    Options:
    • Self referential: transformation from the current one.
    • Parent referential: transformation from the identity matrix in the local space.
    • World referential: transformation from the identity matrix in the world space.
    Tag Sets the GameObject tag.

    UVs

    Parameter Description
    Create UVs Creates projected UVs.
    Because this feature modifies data at the mesh level, modifications on meshes are visible for any GameObject that uses this mesh, regardless of the input.
    Create UVs for Lightmaps Generates UVs for Unity lightmapping on the channel 1.
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