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Editor utility functions.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
SetDirty |
Marks target object as dirty. |
IsPersistent |
Determines if an object is stored on disk. |
DisplayDialog |
Displays a modal dialog. |
DisplayDialogComplex |
Displays a modal dialog with three buttons. |
OpenFilePanel |
Displays the "open file" dialog and returns the selected path name. |
SaveFilePanel |
Displays the "save file" dialog and returns the selected path name. |
OpenFolderPanel |
Displays the "open folder" dialog and returns the selected path name. |
SaveFolderPanel |
Displays the "save folder" dialog and returns the selected path name. |
SaveFilePanelInProject |
Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. |
InstanceIDToObject |
Translates an instance ID to a reference to an object. |
CompressTexture |
Compress a texture. |
CloneComponent |
Duplicate a component. |
CopySerialized |
Copy all settings of a Unity Object. |
CollectDependencies |
Calculates and returns a list of all assets the assets listed in roots depend on. |
CollectDeepHierarchy |
Calculates and returns a list of all assets the assets listed in roots depend on. |
UnloadUnusedAssets |
Unloads assets that are not used. |
UnloadUnusedAssetsIgnoreManagedReferences |
Unloads assets that are not used, including the ones that are referenced only from scripts. |
DisplayPopupMenu |
Displays a popup menu. |
FocusProjectWindow |
Brings the project window to the front and focuses it. |
FormatBytes |
Returns a text for a number of bytes. |
DisplayProgressBar |
Displays or updates a progress bar. |
DisplayCancelableProgressBar |
Displays or updates a progress bar that has a cancel button. |
ClearProgressBar |
Removes progress bar. |
GetObjectEnabled |
Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button) |
SetObjectEnabled |
Set the enabled state of the object |
SetSelectedWireframeHidden |
Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected |
InstantiatePrefab |
Instantiates the given prefab. |
CreateEmptyPrefab |
Creates an empty prefab at given path. |
ReplacePrefab |
Replaces the targetPrefab with a copy of the game object hierarchy go. |
ReconnectToLastPrefab |
Connects the game object to the prefab that it was last connected to. |
ResetToPrefabState |
Resets the properties of the component or game object to the parent prefab state |
ResetGameObjectToPrefabState |
Resets the properties of game object and all attached components to the parent prefab state |
GetPrefabType |
Given an object, returns whether it's a prefab or an instance of a prefab and what kind of prefab it is. |
GetPrefabParent |
Returns the GameObject parent of source, or null if it can't be found. |
FindPrefabRoot |
Helper function to find the prefab root of an object (used for picking niceness) |
ExtractOggFile |
Saves an AudioClip or MovieTexture to a file. |
CreateGameObjectWithHideFlags |
Creates a game object with HideFlags and specified components. |