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); } }
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 is 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. |