AssetImportor for importing SpeedTree model assets.
windQualityNames | Gets an array of name strings for wind quality value. |
alphaTestRef | Gets and sets a default alpha test reference values. |
animateCrossFading | Indicates if the cross-fade LOD transition, applied to the last mesh LOD and the billboard, should be animated. |
bestWindQuality | Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). |
billboardTransitionCrossFadeWidth | Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. |
castShadows | Gets and sets an array of booleans to enable shadow casting for each LOD. |
enableBump | Gets and sets an array of booleans to enable normal mapping for each LOD. |
enableHue | Gets and sets an array of booleans to enable Hue variation effect for each LOD. |
enableSmoothLODTransition | Enables smooth LOD transitions. |
fadeOutWidth | Proportion of the billboard LOD region width which is used for fading out the billboard. |
hasBillboard | Tells if there is a billboard LOD. |
hasImported | Tells if the SPM file has been previously imported. |
hueVariation | Gets and sets a default Hue variation color and amount (in alpha). |
LODHeights | Gets and sets an array of floats of each LOD's screen height value. |
mainColor | Gets and sets a default main color. |
materialFolderPath | Returns the folder path where generated materials will be placed in. |
receiveShadows | Gets and sets an array of booleans to enable shadow receiving for each LOD. |
reflectionProbeUsages | Gets and sets an array of Reflection Probe usages for each LOD. |
scaleFactor | How much to scale the tree model compared to what is in the .spm file. |
useLightProbes | Gets and sets an array of booleans to enable Light Probe lighting for each LOD. |
windQualities | Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally. |
SpeedTreeImporter | Construct a new SpeedTreeImporter object. |
GenerateMaterials | Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. |
assetBundleName | Get or set the AssetBundle name. |
assetBundleVariant | Получите или установите любые пользовательские данные. |
assetPath | Имя пути ассета для этого импортера. (Read Only) |
userData | Получите или установите любые пользовательские данные. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
AddRemap | Map a sub-asset from an imported asset (such as an FBX file) to an external Asset of the same type. |
GetExternalObjectMap | Gets a copy of the external object map used by the AssetImporter. |
RemoveRemap | Removes an item from the map of external objects. |
SaveAndReimport | Save asset importer settings if asset importer is dirty. |
SetAssetBundleNameAndVariant | Получите или установите любые пользовательские данные. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
GetAtPath | Восстанавливает импортер ассетов для ассета в path. |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |