PlayCanvasSceneCreator 1.0.9
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Playcanvas.Properties.ApplicationProperties Class Reference

Public Types

enum  FillMode { NONE , KEEP_ASPECT , FILL_WINDOW }
 

Public Attributes

int height = 720
 
See also
UnityProperties.UnityEditor.PlayerSettings.defaultScreenHeight

 
int width = 1280
 
See also
UnityProperties.UnityEditor.PlayerSettings.defaultScreenWidth

 
string fillMode = "FILL_WINDOW"
 
See also
UnityProperties.UnityEditor.PlayerSettings.fullScreenMode

 
bool antiAlias = true
 
See also
UnityProperties.UnityEngine.QualitySettings

 
List< LayerOrderlayerOrder = new List<LayerOrder>()
 
Dictionary< string, Layerlayers = new() { { "0", new Layer(3, 2, "World") }, { "1", new Layer(3, 2, "Depth") }, { "2", new Layer(3, 0, "Skybox") }, { "3", new Layer(3, 0, "Immediate") }, { "4", new Layer(1, 1, "UI") } }
 

Detailed Description

Member Data Documentation

◆ antiAlias

bool Playcanvas.Properties.ApplicationProperties.antiAlias = true

See also
UnityProperties.UnityEngine.QualitySettings

QualitySettings.antiAliasing != 0;

◆ fillMode

string Playcanvas.Properties.ApplicationProperties.fillMode = "FILL_WINDOW"

See also
UnityProperties.UnityEditor.PlayerSettings.fullScreenMode

switch (UnityProperties.UnityEditor.PlayerSettings.fullScreenMode)
case UnityProperties.UnityEngine.FullScreenMode.Windowed:
fillMode = FillMode.NONE.ToString();
break;
case UnityProperties.UnityEngine.FullScreenMode.ExclusiveFullScreen:
case UnityProperties.UnityEngine.FullScreenMode.FullScreenWindow:
fillMode = FillMode.KEEP_ASPECT.ToString();
break;
case UnityProperties.UnityEngine.FullScreenMode.MaximizedWindow:
fillMode = FillMode.FILL_WINDOW.ToString();
break;

◆ layerOrder

List<LayerOrder> Playcanvas.Properties.ApplicationProperties.layerOrder = new List<LayerOrder>()

It will sequentially place all user layers after the world layer in PlayCanvas.

◆ layers

Dictionary<string, Layer> Playcanvas.Properties.ApplicationProperties.layers = new() { { "0", new Layer(3, 2, "World") }, { "1", new Layer(3, 2, "Depth") }, { "2", new Layer(3, 0, "Skybox") }, { "3", new Layer(3, 0, "Immediate") }, { "4", new Layer(1, 1, "UI") } }

Unity's defalut layers: "Default" "TransparentFX" "Ignore Raycast" "Water", will convert to the world layer.