class:/TYPE/UnityEngine.Quattro3D.PartitionSystem/graal unity extensions, /, can be loaded from an assetbundle using Quattro3D::PartitionSystem::createfromassetbundle(bundlename,prefabname) /
Constructor replaces new;
UnityEngine.Quattro3D.PartitionSystem
| static UnityEngine.Quattro3D.PartitionSystem CreateFromAssetBundle( |
| ) |
Constructor for object from a bundle
| bundle string | bundle name |
| objectname string | object name with extension |
UnityEngine.Quattro3D.PartitionSystem
| static UnityEngine.Quattro3D.Tiles.Tile GetNearestTile( |
| ) |
UnityExtension:set object culling,
| position UnityEngine.Vector3 | no documentation |
UnityEngine.Quattro3D.Tiles.Tile
| static System.Void SetPartitionLoopNumberOfChunks( |
| ) |
UnityExtension:set object culling,
| numberOfChunksToLoadAroundPositionForGraphicsLeft System.Int32 | no documentation |
| numberOfChunksToLoadAroundPositionForGraphicsRight System.Int32 | no documentation |
| numberOfChunksToLoadAroundPositionForGraphicsUp System.Int32 | no documentation |
| numberOfChunksToLoadAroundPositionForGraphicsDown System.Int32 | no documentation |
| numberOfChunksToLoadAroundPositionForOthersThanSimpleTiles System.Int32 | no documentation |
System.Void
| static System.Void SetPartitionLoopNumberOfChunksAutomaticFromCameraFrustrum( |
| ) |
UnityExtension:set object culling from camera, not implemented atm,
| cam UnityEngine.Camera | no documentation |
| doset System.Boolean | no documentation |
System.Void
| static System.Void SetPartitionLoopObjectToFollow( |
| ) |
UnityExtension:culling is based on this pbject,
| objectToFollow UnityEngine.GameObject | no documentation |
System.Void
UnityExtension:unset object for culling, back to normal, aka base on player,
System.Void