![]() Reloads the selected asset into the Asset Browser.Ĭopies the name of the selected asset to the clipboard, so that it can be pasted into another application.Ĭopies the file path of the selected asset to the clipboard, so that it can be pasted into another application. The Paste option is only available when View → Recursive View is inactive.Īllows users to give the selected asset a custom name.Ĭreates a copy of the selected asset within the same folder. Schematyc Library - Creates a new Schematyc Library and opens the Schematyc Editor as opposed to an Entity, a Schematyc Library cannot be placed within a level and contains functions, enumerations and signals. An Entity can use an existing Schematyc Entity as a base, and creating a new Entity automatically opens the Schematyc Editor. Schematyc Entity - Creates a new Schematyc Entity containing graphs, variables, signals and state machines to be placed within a level. To create a new Prefab, one or more objects from the Level Explorer that are to comprise it must first be selected/highlighted via the Level Explorer. Prefab - A Prefab is an asset type that contains one or more objects along with their properties, of which multiple instances can be created such that each instance is an exact replica of the other. Particles - Creates a new particle effect with the. Material - Creates a new material asset with the. Level - Creates a new level file, before opening the New Level dialog box that allows users to specify the level's general Heightmap, Texture and Terrain properties. In the text editor, simply locate the public class of the same name as the created C# Script, correct the name and save the file to fix the error.Įnvironment - Creates a new Environment asset that specifies the environmental settings of the current level, such as fog, volumetric clouds and the positioning of the sun over a 24-hour period, via the Environment Editor (Old as of 26/2). This can be quickly fixed via the text editor interface that opens on creating a C# asset your choice of text editor needs to specified in the General → File → C# Text Editor field of your Sandbox Preferences. ![]() Since the names of C# classes cannot begin with a number, any created C# Script asset of the name '01Class' or similar will result in a compile error. ![]()
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