Class GameCameraSettingsCreator.Input
Everything needed to create or update the settings asset.
Inheritance
GameCameraSettingsCreator.Input
Assembly: Serenity.UnityGameCamera.Infrastructure.Editor.dll
public sealed class GameCameraSettingsCreator.Input
Constructors
Declaration
Fields
Declaration
public bool AutoDiscoverCameras
Field Value
Declaration
public SplitScreenLayout DefaultTwoPlayerLayout
Field Value
Declaration
public int ExcludeLayerMask
Field Value
The specific existing asset this call already knows it means to edit — e.g. the wizard's own
resolved/picked target, or a headless caller's own already-loaded reference. Null (the correct
value for a genuine create) states "no specific asset in mind": Validate(Input) then
refuses unconditionally, headless callers included, when SettingsAssetPath
nonetheless resolves to a DIFFERENT existing asset — the planned write would otherwise silently
land on it. Passing the SAME asset SettingsAssetPath resolves to (including a
disclosed Id rename) is how a caller of either kind asks for a genuine update.
Declaration
public UnityGameCameraSettings ExistingAsset
Field Value
Declaration
Field Value
Declaration
public bool ManageAudioListener
Field Value
Folder a brand-new settings asset is created under when none exists and SettingsAssetPath is empty.
Declaration
public string NewSettingsFolderPath
Field Value
Declaration
public bool RegisterAsAddressables
Field Value
Explicit settings asset path (a test seam and an already-known-asset fast path). When set, an
asset already present at this path is edited; when no asset exists there yet, a fresh one is
created at exactly this path instead of the project-wide search below. Leave empty for the
production behavior: find the single project-wide UnityGameCameraSettings asset,
or create one under NewSettingsFolderPath when none exists.
Declaration
public string SettingsAssetPath
Field Value