Editor 实用程序函数。
scriptCompilationFailed | 如果日志中有任何编译错误消息,则为 true。 |
ClearProgressBar | 删除进度条。 |
CollectDeepHierarchy | 收集层级视图中以每个指定对象为根对象的所有对象。 |
CollectDependencies | 计算并返回 roots 中列出的资源所依赖的所有资源的列表。 |
CompressCubemapTexture | 压缩立方体贴图纹理。 |
CompressTexture | 压缩纹理。 |
CopySerialized | 复制 Unity Object 的所有设置。 |
CopySerializedIfDifferent | 将 Unity Object 的所有设置复制到第二个 Object(如果两者不同)。 |
CopySerializedManagedFieldsOnly | 在不同的托管对象之间复制可序列化的字段。 |
CreateGameObjectWithHideFlags | 使用 HideFlags 和指定组件创建游戏对象。 |
DisplayCancelableProgressBar | 显示或更新含有 Cancel 按钮的进度条。 |
DisplayDialog | 此方法显示模态对话框。 |
DisplayDialogComplex | 显示含有三个按钮的模态对话框。 |
DisplayPopupMenu | 显示弹出菜单。 |
DisplayProgressBar | 显示或更新进度条。 |
FocusProjectWindow | 将 Project 窗口置于前面并聚焦该窗口。 |
FormatBytes | 返回有关字节数的文本。 |
GetObjectEnabled | 对象是否已启用(0 表示已禁用,1 表示已启用,-1 表示没有 Enabled 按钮)。 |
InstanceIDToObject | 将实例 ID 转换为对对象的引用。 |
IsPersistent | 确定对象是否存储在磁盘中。 |
NaturalCompare | 仿人类排序。 |
OpenFilePanel | 显示“打开文件”对话框并返回所选的路径名称。 |
OpenFilePanelWithFilters | 显示“打开文件”对话框并返回所选的路径名称。 |
OpenFolderPanel | 显示“打开文件夹”对话框并返回所选的路径名称。 |
SaveFilePanel | 显示“保存文件”对话框并返回所选的路径名称。 |
SaveFilePanelInProject | 在项目的 Assets 文件夹中显示“保存文件”对话框并返回所选的路径名称。 |
SaveFolderPanel | 显示“保存文件夹”对话框并返回所选的路径名称。 |
SetCameraAnimateMaterials | 设置此摄像机以启用编辑器中的材质动画。 |
SetCameraAnimateMaterialsTime | 为此摄像机设置渲染时使用的全局时间。 |
SetDirty | 将 target 对象标记为“脏”(仅适用于非场景对象)。 |
SetObjectEnabled | 设置对象的启用状态。 |
SetSelectedRenderState | 为此渲染器将场景视图设置为所选的显示模式。 |
UnloadUnusedAssetsImmediate | 卸载未使用的资源。 |
UpdateGlobalShaderProperties | 更新渲染时使用的全局着色器属性。 |
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