説明

インスペクターでオブジェクトの破壊や表示を制御するビットマスク

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); } }

変数

Noneデフォルト オブジェクトが表示されます
HideInHierarchyオブジェクトが「ヒエラルキー」に表示されません
HideInInspectorオブジェクトの情報をインスペクターに表示しません
DontSaveInEditorThe object will not be saved to the Scene in the editor.
NotEditableオブジェクトの情報をインスペクター上で編集不可にします
DontSaveInBuildビルド時にオブジェクトをシーンに含めないようにします
DontUnloadUnusedAssetResources.UnloadUnusedAssets によってオブジェクトをアンロードしません
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.