位掩码,用于控制对象的销毁、保存和在 Inspector 中的可见性。
See Also: Object.hideFlags.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Creates a material that is explicitly created & destroyed by the component. // Resources.UnloadUnusedAssets will not unload it, and it will not be editable by the inspector. private Material ownedMaterial; void OnEnable() { ownedMaterial = new Material(Shader.Find("Diffuse")); ownedMaterial.hideFlags = HideFlags.HideAndDontSave; GetComponent<Renderer>().sharedMaterial = ownedMaterial; }
// Objects created as hide and don't save must be explicitly destroyed by the owner of the object. void OnDisable() { DestroyImmediate(ownedMaterial); } }
If you set `HideFlags` to `DontSaveInEditor`, `DontSaveInBuild`, or `HideInHierarchy`, the object is removed internally from the Scene and from from its current physics scene. This includes both 2D and 3D physics scenes. The object also triggers its `OnDisable` and `OnEnable` calls.
You can use these flags to control whether instantiated assets, such as ScriptableObjects and Materials, that have not yet been saved to the project using AssetDatabase (that is, they are not persistent) are serialized to the scene or not.
None | 一个普通的可见对象。此为默认值。 |
HideInHierarchy | 该对象不会显示在层级视图中。 |
HideInInspector | 无法在 Inspector 中查看它。 |
DontSaveInEditor | 该对象不保存到 Editor 中的场景。 |
NotEditable | The object is not editable in the Inspector. |
DontSaveInBuild | 构建播放器时不保存该对象。 |
DontUnloadUnusedAsset | Resources.UnloadUnusedAssets 不会卸载该对象。 |
DontSave | 该对象不保存到场景。**加载新场景时,也不会销毁它**。它是 HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset 的快捷方式。 |
HideAndDontSave | The GameObject is not shown in the Hierarchy, not saved to the Scene, and not unloaded by Resources.UnloadUnusedAssets. |