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 & 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); } }
| 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 |
| DontSaveInEditor | The 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 |
| DontUnloadUnusedAsset | Resources.UnloadUnusedAssets によってオブジェクトをアンロードしません |
| DontSave | The 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. |
| HideAndDontSave | The GameObject is not shown in the Hierarchy, not saved to to Scenes, and not unloaded by Resources.UnloadUnusedAssets. |