EditorUtility
- ClearProgressBar
- CloneComponent
- CollectDeepHierarchy
- CollectDependencies
- CompressTexture
- CopySerialized
- CreateEmptyPrefab
- CreateGameObjectWithHideFlags
- DisplayCancelableProgressBar
- DisplayDialogComplex
- DisplayDialog
- DisplayPopupMenu
- DisplayProgressBar
- ExtractOggFile
- FindPrefabRoot
- FocusProjectWindow
- FormatBytes
- GetObjectEnabled
- GetPrefabParent
- GetPrefabType
- InstanceIDToObject
- InstantiatePrefab
- IsPersistent
- OpenFilePanel
- OpenFolderPanel
- ReconnectToLastPrefab
- ReplacePrefab
- ResetGameObjectToPrefabState
- ResetToPrefabState
- SaveFilePanelInProject
- SaveFilePanel
- SaveFolderPanel
- SetDirty
- SetObjectEnabled
- SetSelectedWireframeHidden
- UnloadUnusedAssetsIgnoreM...
- UnloadUnusedAssets
EditorUtility.UnloadUnusedAssetsIgnoreManagedReferences 卸载不使用的资源忽略托管引用
static function UnloadUnusedAssetsIgnoreManagedReferences () : void
Description描述
Unloads assets that are not used, including the ones that are referenced only from scripts.
卸载不使用的资源,其中包括,只能从脚本中引用的。
Similarly to UnloadUnusedAssets it will unload unused assets, but additionally it will also unload assets that are referenced only by the script properties or static variables. The unloaded assets will be loaded again on the first use.
类似UnloadUnusedAssets,它将卸载不使用的资源,但此外,它也将卸载只能由脚本属性或静态变量引用的资源。卸载资源将在首次使用时再次加载。
参见: Resources.UnloadUnusedAssets.
最后修改:2011年7月15日 Friday 19:11