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。 |
ClearDefaultParentObject | Clears the default parent GameObject from either a specific Scene or the active Scene. |
ClearDirty | 清除 target 的“脏”标志。 |
ClearProgressBar | Removes the progress bar. |
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。 |
GetDialogOptOutDecision | 此方法显示模态对话框,使用户可以选择不再次显示当前对话框。 |
GetDirtyCount | 返回一个整数,指示更改指定对象的序列化属性的次数。 |
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。 |
IsDirty | 获取一个布尔值,指示指定对象自上次保存以来是否已更改。 |
IsPersistent | 确定对象是否存储在磁盘中。 |
IsRunningUnderCPUEmulation | Gets a boolean value. This value indicates whether your CPU is unable to execute Unity natively and is running an emulated version. |
IsUnityExtensionsInitialized | Returns a boolean value which represents the state of initialization of Unity extensions. |
IsValidUnityYAML | Returns true if the provided string can be parsed as YAML. |
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。 |
OpenPropertyEditor | Open properties editor for an Object. |
RequestScriptReload | Unity 编辑器会在下一帧上异步重新加载脚本程序集。这会重置所有脚本的状态,但是 Unity 不会编译任何自上次编译以来已更改的代码。 |
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。 |
SetCustomDiffTool | Set custom diff tool settings. |
SetDefaultParentObject | Sets the default parent object for the active Scene. |
SetDialogOptOutDecision | 此方法显示模态对话框,使用户可以选择不再次显示当前对话框。 |
SetDirty | Marks target object as dirty. |
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。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.