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

관련 항목: HideFlags.HideAndDontSave, SA.Object.hideFlags.

no example available in JavaScript
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); } }


NoneA normal, visible object. This is the default.
HideInHierarchy객체를 계층뷰(hierarchy view)에서보이지 않도록하고, 객체가 에셋으로 저장된 경우에, 프로젝트 뷰에서도 보이지 않도록 합니다.
HideInInspector인스펙터 뷰(inspector view)에서 보이지 않도록 설정합니다.
DontSaveInEditor해당 객체가 에디터에서 씬에 저장되지 않습니다.
NotEditable해당 객체를 인스펙터 뷰에서 수정할 수 없도록 설정합니다.
DontSaveInBuild해당 객체는 플레이어를 빌드할 때 저장되지 않습니다.
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.
HideAndDontSaveObjects are not shown in the hierarchy, not saved to the scene and is not unloaded by Resources.UnloadUnusedAssets.