public struct AssetInstanceThe asset an entity is an instance of.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
What a drag from the content browser into the scene produces. An entity needs somewhere to hold "this is the crate", and a drop that made an entity merely named after a file would have been the editor pretending it had done something.
⚠ Deliberately not the same thing as MeshRenderable. That says "draw this mesh" and is the runtime's; this says "this entity stands for this asset", which is still the honest answer for a drop of a texture, a clip or a prefab — anything whose meaning on an entity nobody has decided yet. A drop that knows it is a mesh should produce a MeshRenderable; this is what is left over.
⚠ Editor-side, and therefore [DataContract] without [Component]. The contract makes it describable and so inspectable; the pair would declare it to SceneComponentRegistry, and a compiled scene naming a type only the editor declares is what a content compile refuses. If this earns a runtime meaning it earns the second attribute at the same time, which is the whole of what Light and PrimitiveShape needed to become runtime components.
Fields and properties (1)
public AssetId AssetWhich asset.
Used by (3)
- AssetInstancesVixen.Editor.SceneView
- TypeRegistrationVixen.Editor.SceneView
- Vixen_Editor_SceneView_AssetInstanceSerializerVixen.Editor.SceneView