Class SceneExtensions
Inheritance
System.Object
SceneExtensions
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Assembly: cs.temp.dll.dll
Syntax
public static class SceneExtensions
Methods
Destroys GameObject, but ensure that it is properly unpacked if gameobject is part of a prefab (if editor)
Declaration
public static void DestroyImmediateSafe(this GameObject gameObject)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
ExplodeSubmeshes(GameObject, Boolean)
Explodes submeshes from a given GameObject into multiple child GameObjects.
Declaration
public static List<GameObject> ExplodeSubmeshes(this GameObject gameObject, bool firstSubmeshAsParent)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
System.Boolean |
firstSubmeshAsParent |
If true, the first submesh will stay in the gameObject's mesh. Otherwise, one child GameObject is created per submesh and the original meshfilter and renderers gets destroyed.
|
Returns
Type |
Description |
System.Collections.Generic.List<GameObject> |
|
GetBoundsWorldSpace(GameObject, Boolean)
Returns bounds in world space
Declaration
public static Bounds GetBoundsWorldSpace(this GameObject gameObject, bool includeChildren)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
Object to take bounds from
|
System.Boolean |
includeChildren |
|
Returns
GetBoundsWorldSpace(IList<GameObject>)
Returns bounds in world space
Declaration
public static Bounds GetBoundsWorldSpace(this IList<GameObject> gameObjects)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
gameObjects |
|
Returns
GetChildren(GameObject, Boolean, Boolean)
Returns all children (recursive) of given GameObjects
Declaration
public static List<GameObject> GetChildren(this GameObject gameObject, bool recursive, bool includeParent)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
System.Boolean |
recursive |
If true, it will gather children recursively
|
System.Boolean |
includeParent |
If true, input GameObject will be present in the output
|
Returns
Type |
Description |
System.Collections.Generic.List<GameObject> |
|
GetChildren(IList<GameObject>, Boolean, Boolean)
Returns all children (recursive) of given GameObjects
Declaration
public static IList<GameObject> GetChildren(this IList<GameObject> gameObjects, bool recursive, bool includeParent)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
gameObjects |
Input GameObjects
|
System.Boolean |
recursive |
If true, it will gather children recursively
|
System.Boolean |
includeParent |
If true, input GameObjects will be present in the output
|
Returns
Type |
Description |
System.Collections.Generic.IList<GameObject> |
|
GetDefaultShader()
Declaration
public static Shader GetDefaultShader()
Returns
GetGameObjectsInLayer(Int32)
Returns all GameObjects in given layer
Declaration
public static List<GameObject> GetGameObjectsInLayer(int layer)
Parameters
Type |
Name |
Description |
System.Int32 |
layer |
|
Returns
Type |
Description |
System.Collections.Generic.List<GameObject> |
|
GetHighestAncestor(IList<GameObject>)
Returns the highest ancestor (hierarchically) of a list of GameObjects
Declaration
public static GameObject GetHighestAncestor(IList<GameObject> gameObjects)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
gameObjects |
|
Returns
Type |
Description |
GameObject |
|
GetMaterials(IList<GameObject>)
Returns an array of unique materials from given GameObjects
Declaration
public static Material[] GetMaterials(this IList<GameObject> input)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
input |
|
Returns
Type |
Description |
Material[] |
|
GetMesh(GameObject)
Declaration
public static Mesh GetMesh(this GameObject gameObject)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
Returns
GetMeshes(IList<GameObject>)
Declaration
public static Mesh[] GetMeshes(this IList<GameObject> input)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
input |
|
Returns
GetMeshesUnique(IList<GameObject>)
Returns an array of unique meshes from given GameObjects.
Declaration
public static Mesh[] GetMeshesUnique(this IList<GameObject> input)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
input |
|
Returns
GetOrAddComponent<T>(GameObject)
Returns the Component of the given type. It will add a new one if it doesn't exists.
Declaration
public static T GetOrAddComponent<T>(this GameObject gameObject)
where T : Component
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
GameObject
|
Returns
Type Parameters
Name |
Description |
T |
Component Type
|
GetRenderers(IList<GameObject>)
Returns an array of renderers from given GameObjects.
Declaration
public static Renderer[] GetRenderers(this IList<GameObject> input)
Parameters
Type |
Name |
Description |
System.Collections.Generic.IList<GameObject> |
input |
|
Returns
Type |
Description |
Renderer[] |
|
Instantiate(GameObject)
Context adapted delegate for instantiating Unity Objects.
In runtime, it will create a clone.
In editor, it will instantiate the prefab.
Declaration
public static GameObject Instantiate(GameObject gameObject)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
Returns
Type |
Description |
GameObject |
|
Check if the localPosition is Vector3(0,0,0), localRotation is Identity and localScale is Vector(1,1,1)
Declaration
public static bool LocalIsIdentity(this Transform transform)
Parameters
Type |
Name |
Description |
Transform |
transform |
|
Returns
Type |
Description |
System.Boolean |
|
MergeChildren(GameObject)
Merge children (recursively) of given GameObject.
If given GameObject has no mesh or renderer, this method will create it with the merged content inside.
Declaration
public static void MergeChildren(this GameObject gameObject)
Parameters
Type |
Name |
Description |
GameObject |
gameObject |
|
Change Tranform's parent, but ensures it is properly unpack if transform is part of a prefab (if editor)
Declaration
public static void SetParentSafe(this Transform transform, Transform parent, bool worldPositionStays = true)
Parameters
Type |
Name |
Description |
Transform |
transform |
|
Transform |
parent |
|
System.Boolean |
worldPositionStays |
|