HideFlags

enumeration

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Descripción

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

See Also: HideFlags.HideAndDontSave, SA.Object.hideFlags.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Creates a material that is explicitly created &amp; 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); } }

Variables

NoneA normal, visible object. This is the default.
HideInHierarchyThe object will not appear in the hierarchy.
HideInInspectorIt is not possible to view it in the inspector.
DontSaveInEditorThe object will not be saved to the scene in the editor.
NotEditableThe object is not be editable in the inspector.
DontSaveInBuildThe object will not be saved when building a player.
DontUnloadUnusedAssetThe object will not be unloaded by Resources.UnloadUnusedAssets.
DontSaveThe object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset.
HideAndDontSaveThe GameObject is not shown in the Hierarchy, not saved to to Scenes, and not unloaded by Resources.UnloadUnusedAssets.