class in UnityEditor
/
Inherits from:AssetImporter
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CloseAssetImporter 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. |
castShadowsByDefault | Gets and sets a boolean to toggle whether the imported SpeedTree casts shadows. |
defaultBillboardShader | Returns the default SpeedTree billboard shader for the active render pipeline, or null if the asset is a SpeedTree v8 asset. |
defaultShader | Returns the default SpeedTree shader for the active render pipeline (either v7 or v8 according to the asset version). |
enableBump | Gets and sets an array of booleans to enable normal mapping for each LOD. |
enableBumpByDefault | Gets and sets a boolean to enable normal mapping on the imported SpeedTree model. |
enableHue | Gets and sets an array of booleans to enable hue variation effect for each LOD. |
enableHueByDefault | Gets and sets a boolean to enable hue variation effect on the imported SpeedTree model. |
enableSettingOverride | Gets and sets an array of booleans to customize importer settings for a specific LOD. |
enableSmoothLODTransition | Enables smooth LOD transitions. |
enableSubsurface | Gets and sets an array of booleans to enable the subsurface scattering effect for each LOD (affects only SpeedTree v8 assets). |
enableSubsurfaceByDefault | Gets and sets a boolean to enable the subsurface scattering effect for the SpeedTree asset (affects only SpeedTree v8 assets). |
fadeOutWidth | Proportion of the billboard LOD region width which is used for fading out the billboard. |
generateColliders | Gets and sets the boolean to toggle collider object generation during import. |
generateRigidbody | Gets and sets the boolean to toggle Rigidbody generation during import. |
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). |
isV8 | Returns true if the asset is a SpeedTree v8 asset. |
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. |
materialLocation | Material import location options. |
receiveShadows | Gets and sets an array of booleans to enable shadow receiving for each LOD. |
receiveShadowsByDefault | Gets and sets a boolean to enable whether the SpeedTree asset receives shadows from other objects in your scene. |
scaleFactor | How much to scale the tree model compared to what is in the imported SpeedTree model file. |
selectedWindQuality | Gets and sets an integer corresponding to the SpeedTreeWind enum values. The value is clamped by SpeedTreeImporter.bestWindQuality internally. |
useLightProbes | Gets and sets an array of booleans to enable Light Probe lighting for each LOD. |
useLightProbesByDefault | Gets and sets a boolean to enable light probe lighting for the imported SpeedTree model. |
windQualities | Gets and sets an array of integers of the wind qualities on each LOD. Values will be clamped by SpeedTreeImporter.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. |
SearchAndRemapMaterials | Search the project for matching materials and use them instead of the internal materials. |
assetBundleName | Get or set the AssetBundle name. |
assetBundleVariant | Get or set the AssetBundle variant. |
assetPath | The path name of the asset for this importer. (Read Only) |
importSettingsMissing | The value is true when no meta file is provided with the imported asset. |
userData | Get or set any user data. |
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 | Set the AssetBundle name and variant. |
SupportsRemappedAssetType | Checks if the AssetImporter supports remapping the given asset type. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
GetAtPath | Retrieves the asset importer for the asset at path. |
GetImportLog | Retrieves logs generated during the import of the asset at path. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
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. |
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