Bit mask that controls object destruction, saving and visibility in inspectors.
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); } }
Note: Setting hide flags to DontSaveInEditor, DontSaveInBuild or HideInHierarchy will internally cause the object to be removed from the Unity Scene, removing it from its current physics scene as well (This includes both 2D and 3D physics scenes). This will also cause the object to trigger its OnDisable and OnEnable calls.
None | A normal, visible object. This is the default. |
HideInHierarchy | The object will not appear in the hierarchy. |
HideInInspector | It is not possible to view it in the inspector. |
DontSaveInEditor | The object will not be saved to the Scene in the editor. |
NotEditable | The object will not be editable in the inspector. |
DontSaveInBuild | The object will not be saved when building a player. |
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. |