Nebula
Editor

WorldSetup

Nebula > Set Up World Partition: makes the active scene the hub of a partitioned world in one pass.

generated from the sources
Static class in namespace Nebula.Editor · Packages/com.1by3.nebula/Editor/World/WorldSetup.cs
public static class WorldSetup

Nebula > Set Up World Partition: makes the active scene the hub of a partitioned world in one pass. Runs the scene setup, finds or creates the WorldDefinition and its WorldContainerManifest, moves the level's root objects into cell scenes by position (cameras, directional lights, volumes, UI, the game mode, the bootstrap and anything selected stay in the hub), clears static batching on the moved content, saves, bakes the manifest, points NebulaConfig.WorldManifest at it and opens the World window. Idempotent like the scene setup: on a hub that is already partitioned it only rebakes.

Methods

SetUpMenu

[MenuItem("Nebula/Set Up World Partition", priority = -99)]
[MenuItem("Nebula/World/Set Up World Partition", priority = 30)]
public static void SetUpMenu();

SetUp

public static NebulaSetup.Report SetUp();

Partition the active scene (see the class summary). Null when the scene setup could not run.

StaysInHub

public static bool StaysInHub(GameObject root);

Roots that belong in the hub rather than in a cell: Nebula's own objects, the game mode, cameras, UI, post-processing volumes and objects holding only directional lights.

ClearBatchingStatic

public static int ClearBatchingStatic(IEnumerable<GameObject> roots);

Clear StaticEditorFlags.BatchingStatic under roots (undoable). Returns how many objects changed.

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