Running TriLib in Headless Mode: mudanças entre as edições

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When running Unity Editor in Headless Mode, you must define the Material Mapper TriLib is going to use.
When running Unity Editor in Headless Mode, you must define the Material Mapper TriLib is going to use.


To do that, pass it with the "-trilib_mappers" command-line argument.
To do that, pass it with the "-'''trilib_mappers'''" command-line argument.


Ex:
Ex:
 
UnityEditor.exe -batchmode -trilib_mappers StandardMaterialMapper
>UnityEditor.exe -batchmode -trilib_mappers StandardMaterialMapper
 
Possible values are:
Possible values are:



Edição das 13h33min de 13 de setembro de 2021

When running Unity Editor in Headless Mode, you must define the Material Mapper TriLib is going to use.

To do that, pass it with the "-trilib_mappers" command-line argument.

Ex:

UnityEditor.exe -batchmode -trilib_mappers StandardMaterialMapper

Possible values are:

  • StandardMaterialMapper
  • HDRPMaterialMapper
  • UniversalRPMaterialMapper
  • Or any other Material Mapper Asset you included in your Project.