Class RecorderControllerSettingsPreset
Class that models a Recorder List (a stack of preset Recorder Settings instances) that you can save and load for reuse into a Recorder Window.
Inheritance
RecorderControllerSettingsPreset
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.Recorder.Editor.dll
Syntax
public class RecorderControllerSettingsPreset : ScriptableObject
Methods
ApplyTo(RecorderControllerSettings)
Applies the current Recorder List to the specified RecorderControllerSettings instance.
Declaration
public void ApplyTo(RecorderControllerSettings prefs)
Parameters
SaveAtPath(RecorderControllerSettings, string)
Saves the specified Recorder List to a file on disk. Note that this method doesn't save Scene references (such as a GameObject reference in Animation Recorder Settings).
Declaration
public static void SaveAtPath(RecorderControllerSettings model, string path)
Parameters
Type |
Name |
Description |
RecorderControllerSettings |
model |
The Recorder List to save.
|
string |
path |
The path on disk where to save the Recorder List. You must specify a path relative to the project.
|
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