Class ImportSettings
Serializable container class for import settings. This class inherits from Unity's ScriptableObject and can be serialized.
This allows users to save presets and to use them either from the Import Window or from scripting by declaring a public field in a MonoBehaviour class.
This class can also be created at runtime.
Inheritance
System.Object
ImportSettings
Assembly: cs.temp.dll.dll
Syntax
public sealed class ImportSettings : ScriptableObject
Fields
combinePatchesByMaterial
Declaration
public bool combinePatchesByMaterial
Field Value
Type |
Description |
System.Boolean |
|
createLightmapUV
Declaration
public bool createLightmapUV
Field Value
Type |
Description |
System.Boolean |
|
hasLODs
The LODs (Level Of Detail) is an optimization feature that allows Unity to automatically switch a model quality depending on its occupancy relatively to the screen (in %).
Declaration
Field Value
Type |
Description |
System.Boolean |
|
importLines
Import lines such as laser marking. Only works if model has lines.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
importPatchBorders
Imports patch boundaries as lines. Only works if model is a CAD model (has BReps).
Declaration
public bool importPatchBorders
Field Value
Type |
Description |
System.Boolean |
|
importPoints
Import points, also called 'free vertices'. Points can be CAD position information or point cloud data for instance.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
isLeftHanded
Mirror CAD right or left.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
isZUp
Use this setting to rotate model from Z-up axis to Y-up axis.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
lightmapResolution
Declaration
public int lightmapResolution
Field Value
Type |
Description |
System.Int32 |
|
Imports metadata from the imported model. Only available fi model has metadata and no processing is applied on the hierarchy.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
lodsMode
The LODs level tells if the LOD should be managed at assembly (Root) or at model (Leaves) level.
Declaration
public LodGroupPlacement lodsMode
Field Value
mapUV
Create a new projected primary UV set (channel #0).
Declaration
Field Value
Type |
Description |
System.Boolean |
|
mapUV3dSize
The size of the projection box used to create UVs.
Declaration
Field Value
Type |
Description |
System.Single |
|
mergeFinalLevel
Merge final assemblies: Use this setting to assemble together unconnected CAD surfaces prior to any data treatment at import (it is a pre-process)
Declaration
public bool mergeFinalLevel
Field Value
Type |
Description |
System.Boolean |
|
orient
Orient normals of adjacent faces consistently.
Declaration
Field Value
Type |
Description |
System.Boolean |
|
qualities
The LODs settings describes LODs to be generated with their associated threshold and quality.
Declaration
public LodsGenerationSettings qualities
Field Value
repair
Declaration
Field Value
Type |
Description |
System.Boolean |
|
scaleFactor
Scale factor applied to the whole assembly.
Declaration
Field Value
Type |
Description |
System.Single |
|
shader
If specified, the import will use the given shader to create materials contained in the imported model. If not specified, it will use the default shader for the current Render Pipeline.
Declaration
Field Value
singularizeSymmetries
If true, all GameObjects that are considered as symmetries will have their transform baked in their mesh vertices.
This will break instances for those GameObject's meshes, but avoid negative scales in transform that could cause issues such as lightmapping issues.
Declaration
public bool singularizeSymmetries
Field Value
Type |
Description |
System.Boolean |
|
splitTo16BytesIndex
Use this setting if you wish to create meshes limited to 65k vertices. Meshes will be created with a 16 bit index buffer (32 bit by default).
Consider using this setting if you wish to publish the model on platform with limited power.
Declaration
public bool splitTo16BytesIndex
Field Value
Type |
Description |
System.Boolean |
|
Declaration
public const string TOOLTIP_QUALITY_PRESET = "Quality defines the density of the mesh that PiXYZ creates.\nDepending if you import a CAD model (exact geometry) or a mesh model (tessellated geometry), PiXYZ will either perform a Tessellation or a Decimation on the model (see documentation for more information and presets details)."
Field Value
Type |
Description |
System.String |
|
treeProcess
Use these functions to simplify the tree (or hierarchy) of your model.
Declaration
public TreeProcessType treeProcess
Field Value
Type |
Description |
PiXYZ.Plugin4Unity.TreeProcessType |
|
useMaterialsInResources
If true, PiXYZ will attempt to load materials whose name match the name of the imported one.
Materials to load needs to be placed at the root of a Resources folder, somewhere in the project Assets.
Declaration
public bool useMaterialsInResources
Field Value
Type |
Description |
System.Boolean |
|
uvPadding
Set the padding (in pixels) between UV islands.
Declaration
Field Value
Type |
Description |
System.Int32 |
|
voxelizeGridSize
Declaration
public int voxelizeGridSize
Field Value
Type |
Description |
System.Int32 |
|
voxelizePointCloud
Declaration
public bool voxelizePointCloud
Field Value
Type |
Description |
System.Boolean |
|
Properties
locked
Declaration
public bool locked { get; set; }
Property Value
Type |
Description |
System.Boolean |
|
Methods
invokeChanged()
Declaration
public void invokeChanged()
Events
changed
Declaration
public event VoidHandler changed
Event Type
Type |
Description |
VoidHandler |
|