Your search for "ScriptableObject" resulted in 63 matches:

ScriptableObject

A class you can derive from if you want to create objects that live independently of GameObjects.

ScriptableObject.Awake

Called when an instance of ScriptableObject is created.

ScriptableObject.CreateInstance

Creates an instance of a scriptable object.

ScriptableObject.OnDestroy

This function is called when the scriptable object will be destroyed.

ScriptableObject.OnDisable

This function is called when the scriptable object goes out of scope.

ScriptableObject.OnEnable

This function is called when the object is loaded.

ScriptableObject.OnValidate

Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector.

ScriptableObject.Reset

Reset to default values.

Sprite.AddScriptableObject

Adds a ScriptableObject reference to the sprite.

MonoScript.FromScriptableObject

Returns the MonoScript object containing specified ScriptableObject.

Sprite.GetScriptableObjects

Retrieves an array of ScriptableObject referenced by the sprite.

Sprite.GetScriptableObjectsCount

Gets the number of ScriptableObject that the sprite references.

Sprite.SetScriptableObjectAt

Replace the ScriptableObject reference from the sprite.

Sprite.RemoveScriptableObjectAt

Removes the ScriptableObject reference from the sprite.

AssetDatabase.GetScriptableObjectsWithMissingScriptCount

Checks how many unloadable ScriptableObject instances are present in the specified asset.

AssetDatabase.RemoveScriptableObjectsWithMissingScript

Removes any ScriptableObject instances from the given asset file which cannot be loaded because their scripts could not be found.

RenderPipelineGlobalSettings

A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.

CameraEditor.OnDestroy

See ScriptableObject.OnDestroy.

CameraEditor.OnDisable

See ScriptableObject.OnDisable.

CameraEditor.OnEnable

See ScriptableObject.OnEnable.

LightEditor.OnDestroy

See ScriptableObject.OnDestroy.

LightEditor.OnEnable

See ScriptableObject.OnEnable.

PopupWindow.OnDisable

See ScriptableObject.OnEnable.

PopupWindow.OnEnable

See ScriptableObject.OnDisable.

Stage.OnDisable

See ScriptableObject.OnDisable.

Stage.OnEnable

See ScriptableObject.OnEnable.

CreateAssetMenuAttribute

Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can...

PreferBinarySerialization

Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode.

AssetImporterEditor.extraDataType

Override this property to return a type that inherits from ScriptableObject. This makes the AssetImporterEditor aware of serial...

IconAttribute

Attribute to specify an icon for a MonoBehaviour or ScriptableObject.

ObjectSelectorHandlerAttribute

A class attribute that allows you to define dynamic constraint on a MonoBehavior or ScriptableObject's field for the object sel...

ObjectSelectorHandlerWithLabelsAttribute

A class attribute that allows you to define label constraints on a MonoBehavior or ScriptableObject's field in the object selec...

ObjectSelectorHandlerWithTagsAttribute

A class attribute that allows you to define tag constraints on a MonoBehavior or ScriptableObject's field in the object selector.

RenderPipelineAsset.OnDisable

Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable

SpriteAtlasAsset.SetScriptablePacker

Sets the ScriptablePacker ScriptableObject to SpriteAtlasAsset so custom packing can be implemented.

Application.isPlaying

Returns true when called in any kind of built Player, or when called in the Editor in Play mode (Read Only).

AssetDatabase.FindAssets

Search the asset database using the search filter string.

Component

Base class for everything attached to a GameObject.

EditorConnection

Handles the connection from the Editor to the Player.

EditorUtility.SetDirty

Marks target object as dirty.

ExposedReference

Creates a type whos value is resolvable at runtime.

InSceneAssetInformation.inSceneAsset

The collected in-scene asset.

InSceneAssetUtility

Provides methods related to in-scene assets.

InSceneAssetUtility.IsInSceneAsset

Checks if the given object is an in-scene asset.

JsonUtility.FromJson

Create an object from its JSON representation.

JsonUtility.FromJsonOverwrite

Overwrite data in an object by reading from its JSON representation.

JsonUtility.ToJson

Generate a JSON representation of the public fields of an object.

MonoBehaviour

MonoBehaviour is a base class that many Unity scripts derive from.

Object

Base class for all objects Unity can reference.

PlayerConnection

Used for handling the network connection from the Player to the Editor.

PlayerSettings.GetPreloadedAssets

Returns the assets that will be loaded at start up in the player and be kept alive until the player terminates.

PlayerSettings.SetPreloadedAssets

Assigns the assets that will be loaded at start up in the player and be kept alive until the player terminates.

ScriptableSingleton.Save

Saves the current state of the ScriptableSingleton.

SearchWindow.Open

Opens the search window above the Graph.

Selection.GetFiltered

Returns the current selection filtered by type and mode.

SerializationUtility.HasManagedReferencesWithMissingTypes

This API returns true if one or more managed references is missing its type.

SerializeReference

A scripting attribute that instructs Unity to serialize a field as a reference instead of as a value.

TerrainPaintTool.OnDisable

Called when the tool is destroyed.

TerrainPaintTool.OnEnable

Called when the tool is created.

VersionControlObject

The abstract base class for representing a version control system.

GlobalObjectId

Unique and stable project-scoped identifier for objects in scenes and in other types of assets for use at authoring time.

HideFlags

Bit mask that controls object destruction, saving and visibility in inspectors.

Resources.UnloadUnusedAssets

Unloads assets that are not used.


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