言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

ProceduralMaterial.CacheProceduralProperty

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function CacheProceduralProperty(inputName: string, value: bool): void;
public void CacheProceduralProperty(string inputName, bool value);
public def CacheProceduralProperty(inputName as string, value as bool) as void

Description

指定した名前のプロパティをキャッシュするかを設定します

Set this to true for all properties that you expect to be tweaking. It will take effect the next time the textures are rebuild, so call RebuildTextures after setting up these flags in order to prepare the cache. The fewer properties have caching enabled, the more efficient rebuilding the textures will be so consider carefully which properties are actually going to be changed. While modified properties are automatically cached for the next rebuild, this cache flag is persistent. See Also: IsProceduralPropertyCached, ClearCache.