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PiXYZ Plugin for Unity
Scripting API Documentation
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Inherits ScriptableObject.
Public Attributes | |
| float | scaleFactor = 0.001f |
| bool | isRightHanded = false |
| bool | isZUp = true |
| TreeProcessType | treeProcess = TreeProcessType.NONE |
| bool | loadMetadata = true |
| bool | hasLODs = false |
| LODsMode | lodsMode = LODsMode.LEAVES |
| LODsSettings | lodSettings = new LODsSettings() |
| bool | mapUV = false |
| float | mapUV3dSize = 1f |
| bool | createLightmapUV = false |
| int | lightmapResolution = 1024 |
| int | UVPadding = 2 |
| bool | orient = false |
| bool | splitTo16BytesIndex = false |
| Shader | shader |
| bool | useMaterialsInResources = false |
This class inherits from Unity's ScriptableObject and can be serialized. This allows users to save presets and to use them either from the Import Window or from scripting by declaring a public field in a MonoBehaviour class. This class can also be created at runtime.
| bool createLightmapUV = false |
Create Lightmap UVs.
| bool hasLODs = false |
The LODs (Level Of Detail) is an optimization feature that allows Unity to automatically switch a model quality depending on its occupancy relatively to the screen (in %).
| bool isRightHanded = false |
Mirror CAD right or left.
| bool isZUp = true |
Use this setting to rotate model from Z-up axis to Y-up axis.
| int lightmapResolution = 1024 |
Resolution (in pixels).
| bool loadMetadata = true |
Load metadata from the imported model.
| LODsSettings lodSettings = new LODsSettings() |
The LODs settings describes LODs to be generated with their associated threshold and quality.
| LODsMode lodsMode = LODsMode.LEAVES |
The LODs level tells if the LOD should be managed at assembly (Root) or at model (Leaves) level.
| bool mapUV = false |
Create a new projected primary UV set (channel #0).
| float mapUV3dSize = 1f |
The size of the projection box used to create UVs.
| bool orient = false |
Orient normals of adjacent faces consistently.
| float scaleFactor = 0.001f |
Scale factor applied to the whole assembly.
| Shader shader |
If specified, the import will use the given shader to create materials contained in the imported model.
If not specified, it will use the default shader for the current Render Pipeline.
| bool splitTo16BytesIndex = false |
Use this setting if you wish to create meshes limited to 65k vertices.
Meshes will be created with a 16 bit index buffer (32 bit by default).
Consider using this setting if you wish to publish the model on platform with limited power.
| TreeProcessType treeProcess = TreeProcessType.NONE |
Use these functions to simplify the tree (or hierarchy) of your model.
| bool useMaterialsInResources = false |
If true, PiXYZ will attempt to load materials whose name match the name of the imported one.
Materials to load needs to be placed at the root of a Resources folder, somewhere in the project Assets.
| int UVPadding = 2 |
Set the padding (in pixels) between UV islands.