Version: 2023.2
言語: 日本語

EditorBuildSettings

class in UnityEditor

/

継承:Object

マニュアルに切り替える

説明

This class allows you to modify the Editor Build Settings via script.

See EditorBuildSettings.scenes for an example of how to use this class. Additional resources: EditorBuildSettingsScene, EditorUserBuildSettings, BuildPlayerOptions.

Static 変数

scenesビルドに加えたいシーンのリスト。
UseParallelAssetBundleBuildingEnables multi-process AssetBundle building. Additional resources: BuildPipeline.BuildAssetBundles

Static 関数

AddConfigObjectStore a reference to a config object by name. The object must be an asset in the project, otherwise it will not be saved when the editor is restarted or scripts are reloaded. To avoid name conflicts with other packages, it is recommended that names are qualified by a namespace, i.e. "company.package.name".
GetConfigObjectNamesReturn a string array containing the names of all stored config object references.
RemoveConfigObjectRemove a config object reference by name.
TryGetConfigObjectRetrieve a config object reference by name.

Events

sceneListChangedA delegate called whenever EditorBuildSettings.scenes is set.

継承メンバー

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。