Table of Contents

Class CreateGameObject

public class CreateGameObject : ResourceExportingModule
Inheritance
Object
Component
Behaviour
MonoBehaviour
DTVersionedMonoBehaviour
CreateGameObject
Inherited Members

Fields

InGameObjectArray

[HideInInspector]
[InputSlotInfo(typeof(CGGameObject), Array = true, Name = "GameObject")]
public CGModuleInputSlot InGameObjectArray

Field Value

CGModuleInputSlot

InSpots

[HideInInspector]
[InputSlotInfo(typeof(CGSpots), Name = "Spots")]
public CGModuleInputSlot InSpots

Field Value

CGModuleInputSlot

Properties

ApplyLayerOnChildren

Whether the layer defined in Layer should be applied only on the root of a created game object, or it should be applied on its whole hierarchy

public bool ApplyLayerOnChildren { get; set; }

Property Value

bool

GameObjectCount

public int GameObjectCount { get; }

Property Value

int

GameObjects

public CGGameObjectResourceCollection GameObjects { get; }

Property Value

CGGameObjectResourceCollection

Layer

public int Layer { get; set; }

Property Value

int

MakeStatic

public bool MakeStatic { get; set; }

Property Value

bool

Methods

DeleteAllOutputManagedResources()

Delete all the managed resources acting as an output. One example of this are the generated meshes by the CreateMesh module

public override bool DeleteAllOutputManagedResources()

Returns

bool

True if there were deleted resources

Refresh()

Add Module processing code in here

public override void Refresh()

SaveResourceToScene(Component, Transform)

Save a specific resource to the scene as a GameObject

protected override GameObject SaveResourceToScene(Component managedResource, Transform newParent)

Parameters

managedResource Component
newParent Transform

Returns

GameObject

The saved GameObject