Table of Contents

Class BiomeTemplate

Namespace
Pinwheel.Vista
Assembly
Pinwheel.Vista.Runtime.dll

A reusable biome preset for the wizard's template gallery. A template is defined at the biome level, not the graph level: it references a biome prefab that captures the whole biome configuration (graph, blend mode, external input, child objects, ...), so it generalizes to any biome type, procedural now and non-procedural later. Selecting it spawns a disconnected, fully editable biome (see BiomeTemplateSpawner).

[CreateAssetMenu(menuName = "Vista/Biome Template", order = -9000)]
public class BiomeTemplate : ScriptableObject
Inheritance
Object
ScriptableObject
BiomeTemplate
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Remarks

The prefab must contain at least one component implementing IBiome, on its root or on any child, so it can be spawned as a biome; this is what IsValid(out string) checks. A template may carry several biomes under a plain root, for example a decoration template offering the same placement graph with different anchor shapes. Discovery filters on this so the gallery never shows a broken template. Fixing up owned references at spawn is a separate, opt in concern, handled by any component that implements IBiomeTemplateSpawnCallbackReceiver.

Properties

biomePrefab

The biome prefab this template spawns.

info

Gallery-facing description (title, summary, usage guide, screenshot).

sortingNumber

Controls the order in which templates appear in the gallery. Lower values appear first.

Methods

IsValid(out string)

A template is valid when its prefab resolves and at least one component implementing IBiome exists anywhere in the prefab hierarchy, so it can be spawned as a biome. Invalid templates must never be spawned or shown (see discovery). error holds the reason when false.