public static abstract sealed class Sandbox.SceneUtility
Related Guides
Broader workflow and conceptual references connected to this API.
The particle system is designed to let you control the particles via your own code based components, if you choose to.
You can implement the ISceneMetadata interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needing to load a Scene or clone a Prefab (accessed via either the SceneFile or PrefabFile)
Methods
Showing 10 methods
public static Sandbox.PrefabScene GetPrefabScene(Sandbox.PrefabFile prefabFile)
Get a (cached) scene from a PrefabFile
public static void MakeGameObjectsUnique(System.Text.Json.Nodes.JsonObject json, System.Nullable`1<System.Guid> rootGuid = null)Obsolete
Obsolete: Use MakeIdGuidsUnique
Parameters
rootGuid: Default: null
public static System.Collections.Generic.Dictionary`2<System.Guid,System.Guid> MakeIdGuidsUnique(System.Text.Json.Nodes.JsonObject json, System.Nullable`1<System.Guid> rootGuid = null)
Parameters
rootGuid: Default: null
public static void RenderGameObjectToBitmap(Sandbox.GameObject objSource, Sandbox.Bitmap bitmap)
Render a GameObject to a bitmap. This is usually used for easily rendering "previews" of GameObjects, for things like saving thumbnails etc.
public static void RenderModelBitmap(Sandbox.Model model, Sandbox.Bitmap bitmap)
Render a Model to a bitmap. This is usually used for easily rendering "previews" of Models for thumbnails
public static void RunInBatchGroup(System.Action action)Obsolete
Run an action inside a batch group. A batchgroup is used with GameObject and Components to make sure that their OnEnable/OnDisable and other callbacks are called in a deterministic order, and that they can find each other during creation.
Obsolete: Use Scene.BatchGroup() instead
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.SceneUtility |