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Unity Engine


hideFlags

Controls whether the object is hidden, saved with the scene, and editable by the user.
Read time 1 minuteLast updated 5 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public HideFlags hideFlags { get; set; }

Remarks

Additional Resources: HideFlags.

Examples

using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ // Creates a material that is explicitly created & destroyed by the component. // Resources.UnloadUnusedAssets will not unload it, and it will not be editable by the inspector. private Material ownedMaterial; void OnEnable() { ownedMaterial = new Material(Shader.Find("Diffuse")); ownedMaterial.hideFlags = HideFlags.HideAndDontSave; GetComponent<Renderer>().sharedMaterial = ownedMaterial; } // Objects created as hide and don't save must be explicitly destroyed by the owner of the object. void OnDisable() { DestroyImmediate(ownedMaterial); }}