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    Class Settings

    Stores the current state of the Repro Project Wizard.

    Inheritance
    object
    Object
    ScriptableObject
    Settings
    Inherited Members
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.ReproProjectWizard.Editor.Wizard
    Assembly: solution.dll
    Syntax
    public class Settings : ScriptableObject
    Examples

    Adds an asset to the list of items to include in the new project.

    using Unity.ReproProjectWizard.Editor.Wizard;
    using UnityEditor;
    using UnityEngine;
    using UnityEngine.Windows;
    
    namespace Editor
    {
        public static class ExampleScript
        {
            private static Settings ReturnSettings()
            {
                return File.Exists("Assets/ReproProjectWizard/ReproProjectSettings.asset") 
                    ? AssetDatabase.LoadAssetAtPath<Settings>("Assets/ReproProjectWizard/ReproProjectSettings.asset") 
                    : ScriptableObject.CreateInstance<Settings>();
            }
    
            public static void AddAssetToSettings()
            {
                Settings exampleSettingsFile = ReturnSettings();
    
                exampleSettingsFile.itemsToCopy.Add(new ReproItem()
                {
                    assetType = ProjectAssetType.Prefab,
                    assetPath = "Assets/Prefabs/Example.prefab",
                    AssetObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>("Assets/Prefabs/Example.prefab")
                });
            }
        }
    }

    Fields

    Name Description
    commonItems

    The list of assets to include in all new repro projects.

    createZipOfProject

    Whether a zip of the repro project will be created alongside the repro project.

    externalPackageItems

    The list of external package items to include in the new project.

    itemsToCopy

    The list of assets to include in the new project.

    openProjectAfterExport

    Whether to open the repro project after exporting it.

    projectName

    The name to give the new project.

    projectPath

    The path to the new project.

    textureScaleIndex

    The current index of the texture scaling setting.

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