直接从指定编辑器阶段中的当前几何形状创建构建源列表。(UnityEditor)
该集合可以根据层、几何形状类型以及通过按层级或体积收集来进行控制。
stageProxy
参数用于从主要阶段中或者预先打开进行编辑的预制件阶段中拾取对象。
在运行时,该参数被忽略,因为对象只能是主要场景的一部分。
所有主要场景都是同一主要阶段的一部分,而预制件场景则分别分配到各自的预制件阶段。
includedWorldBounds | 查询的对象必须重叠这些边界才能包含在结果中。 |
includedLayerMask | 指定哪些层包含在查询中。 |
geometry | 要收集的几何形状类型 - 例如物理碰撞体。 |
defaultArea | 分配给结果的区域类型,除非被 NavMeshMarkup 修改。 |
markups | 允许更精确地控制对象收集方式的标记列表。 |
stageProxy | 仅从该场景所属的阶段中选择结果。 |
results | 存储结果的列表,该列表会在调用开始时被清除。 |
收集一个体积内的渲染器或物理碰撞体以及地形。(UnityEditor)
root | 如果不为 null,则仅考虑查询中的根及其子项;如果为 null,则包括加载的所有项。 |
includedLayerMask | 指定哪些层包含在查询中。 |
geometry | 要收集的几何形状类型 - 例如物理碰撞体。 |
defaultArea | 分配给结果的区域类型,除非被 NavMeshMarkup 修改。 |
markups | 允许更精确地控制对象收集方式的标记列表。 |
stageProxy | 仅从该场景所属的阶段中选择结果。 |
results | 存储结果的列表,该列表会在调用开始时被清除。 |
收集一个变换层级中的渲染器或物理碰撞体以及地形。(UnityEditor)
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