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ModToolsUtil Class

[Missing <summary> documentation for "T:UMod.BuildEngine.ModToolsUtil"]

Inheritance Hierarchy
SystemObject
  UMod.BuildEngineModToolsUtil

Namespace:  UMod.BuildEngine
Assembly:  UMod-BuildEngine (in UMod-BuildEngine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public static class ModToolsUtil

The ModToolsUtil type exposes the following members.

Methods
  NameDescription
Public methodStatic memberCreateMaterialNode
Public methodStatic memberCreateNewMod
Public methodStatic memberCreatePrefabNode
Public methodStatic memberCreateSharedGameAssetInActiveScene
Create an instance of the shared game asset with the specified guid. You can also specify a target game object which may be required for assets such as materials or textures. For prefab shared assets the target object will become the parent object.
Public methodStatic memberGetAllSharedGameAssets
Get an array of asset guids which represent all available game assets which are available to the modder. All shared game assets are referenced via unique guids which are relinked when the mod scene is loaded in game.
Public methodStatic memberGetSharedAssetType
Get the type of a shared game asset with the specified guid. Game assets can only be types derived from UnityEngine.Object.
Public methodStatic memberGetSharedAssetWithName
Attempt to get the shared asset information for an asset with the specified name.
Public methodStatic memberHasSharedGameAsset
Get a value indicating whether a shared game asset with the specified asset guid exists in the mod tools package.
Public methodStatic memberRebuildReferenceCache
Force the build engine to reimport reference mod assemblies for the active export profile.
Public methodStatic memberShowToolsWindow
Show a mod tools editor window. Tools windows must inherit from EditorWindow.
Public methodStatic memberStartBuild
Public methodStatic memberStartBuildAndRun
Build a mod with the specified export settings and launch the mod in game when finished. The active mod export profile of the specified settings will be used to build the mod. You can load the current export settings for the project by calling 'ExportSettings.Load'.
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See Also