PlayCanvasSceneCreator 1.0.9
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Public Types | |
enum | FillMode { NONE , KEEP_ASPECT , FILL_WINDOW } |
Public Attributes | |
int | height = 720 |
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int | width = 1280 |
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string | fillMode = "FILL_WINDOW" |
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bool | antiAlias = true |
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List< LayerOrder > | layerOrder = new List<LayerOrder>() |
Dictionary< string, Layer > | 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") } } |
bool Playcanvas.Properties.ApplicationProperties.antiAlias = true |
QualitySettings.antiAliasing != 0;
string Playcanvas.Properties.ApplicationProperties.fillMode = "FILL_WINDOW" |
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;
List<LayerOrder> Playcanvas.Properties.ApplicationProperties.layerOrder = new List<LayerOrder>() |
It will sequentially place all user layers after the world layer in PlayCanvas.
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.