Битовая маска, которая управляет разрушением объекта и видимостью в инспекторе.
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 | Нормальный, видимый объект. По умолчанию. | 
| HideInHierarchy | Объект не будет отображаться в иерархии. | 
| HideInInspector | Просмотр его в окне инспектор невозможен. | 
| DontSaveInEditor | The object will not be saved to the Scene in the editor. | 
| NotEditable | Объект не редактируется в окне инспектор. | 
| DontSaveInBuild | Объект не редактируется в окне инспектор. | 
| DontUnloadUnusedAsset | The object will not be unloaded by Resources.UnloadUnusedAssets. | 
| 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. |