ProceduralTexture
Inherits from Texture
Class for Procedural Texture handling.
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.
Functions
Inherited members
Inherited Variables
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width |
Width of the texture in pixels (Read Only)
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height |
Height of the texture in pixels (Read Only)
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filterMode |
Filtering mode of the texture.
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anisoLevel |
Anisotropic filtering level of the texture.
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wrapMode |
Wrap mode (Repeat or Clamp) of the texture.
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mipMapBias |
Mip map bias of the texture.
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name |
The name of the object.
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hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user?
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Inherited Functions
Inherited Class Functions
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operator bool |
Does the object exist?
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Instantiate |
Clones the object original and returns the clone.
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Destroy |
Removes a gameobject, component or asset.
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DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
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FindObjectsOfType |
Returns a list of all active loaded objects of Type type.
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FindObjectOfType |
Returns the first active loaded object of Type type.
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operator == |
Compares if two objects refer to the same
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operator != |
Compares if two objects refer to a different object
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DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene.
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