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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.