/// <summary> /// Set attribute-based modifiers such as tag, layer, and scripts on /// the part outputs. /// </summary> /// <param name="session"></param> public void SetAttributeModifiersOnPartOutputs(HEU_SessionBase session) { int numParts = _parts.Count; for (int i = 0; i < numParts; ++i) { HEU_GeneralUtility.AssignUnityTag(session, GeoID, _parts[i].PartID, _parts[i].OutputGameObject); HEU_GeneralUtility.AssignUnityLayer(session, GeoID, _parts[i].PartID, _parts[i].OutputGameObject); HEU_GeneralUtility.MakeStaticIfHasAttribute(session, GeoID, _parts[i].PartID, _parts[i].OutputGameObject); } }
private void ApplyAttributeModifiersOnGameObjectOutput(HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partId, ref GameObject go) { HEU_GeneralUtility.AssignUnityTag(session, geoID, partId, go); HEU_GeneralUtility.AssignUnityLayer(session, geoID, partId, go); HEU_GeneralUtility.MakeStaticIfHasAttribute(session, geoID, partId, go); }