diff --git a/WoodenMan/.vs/WoodenMan/v14/.suo b/WoodenMan/.vs/WoodenMan/v14/.suo index c605a5c..eb83391 100644 Binary files a/WoodenMan/.vs/WoodenMan/v14/.suo and b/WoodenMan/.vs/WoodenMan/v14/.suo differ diff --git a/WoodenMan/Assets/CheckerboardScene.unity b/WoodenMan/Assets/CheckerboardScene.unity index 2faff31..a5d68a1 100644 Binary files a/WoodenMan/Assets/CheckerboardScene.unity and b/WoodenMan/Assets/CheckerboardScene.unity differ diff --git a/WoodenMan/Assets/Scripts/WebSocketClient.cs b/WoodenMan/Assets/Scripts/WebSocketClient.cs index c578266..1f247df 100644 --- a/WoodenMan/Assets/Scripts/WebSocketClient.cs +++ b/WoodenMan/Assets/Scripts/WebSocketClient.cs @@ -2,13 +2,15 @@ using UnityEngine; using WebSocketSharp; -public class WebSocketClient +public class WebSocketClient : MonoBehaviour { WebSocketSharp.WebSocket m_ws; public string m_Message; bool m_isWSConnected = false; - // Connect WebSocket + private bool m_isKFWMode = true; + private runLive m_AnyMethod; + void ConnectWS() { if (m_isWSConnected) @@ -17,7 +19,8 @@ void ConnectWS() m_Message = "No data."; //using (m_ws = new WebSocket("ws://localhost:8080/")) - using (m_ws = new WebSocket("ws://139.19.40.35:8080/")) + //using (m_ws = new WebSocket("ws://139.19.111.138:8080/")) // Dell big machine + using (m_ws = new WebSocket("ws://139.19.111.107:8080/")) // Red machine { //m_ws.Log.Level = WebSocketSharp.LogLevel.TRACE; //m_ws.Log.File = "D:\\ws_log.txt"; @@ -49,19 +52,37 @@ void ConnectWS() } } - // Use this for initialization public void Start() { + //Screen.SetResolution(1920, 1080, true); + Application.runInBackground = true; + + m_isKFWMode = true; ConnectWS(); + + if (m_isKFWMode) + m_AnyMethod = new runLiveKFW(); + else + m_AnyMethod = new runLiveVNect(); + + if (gameObject.name == "FollowerCamera") + m_AnyMethod.m_isVRMode = false; + else + { + Debug.Log("Running in VR mode."); + m_AnyMethod.m_isVRMode = true; + } + + m_AnyMethod.Start(); } - // Update is called once per frame public void Update() { //Debug.Log(m_Message); - //// Parse message - //if (m_InputParser != null) - // m_InputParser.parse(m_Message); + if (m_AnyMethod == null) + return; + + m_AnyMethod.Update(m_Message); } public void OnApplicationQuit() @@ -69,4 +90,26 @@ public void OnApplicationQuit() if (m_ws != null && m_ws.ReadyState == WebSocketState.OPEN) m_ws.Close(); } + + void OnGUI() + { + if(GUI.Button(new Rect(Screen.currentResolution.width / 2, Screen.currentResolution.height / 20, Screen.currentResolution.width / 15, Screen.currentResolution.height / 20), "Recenter")) + { + Debug.Log("Recentering VR."); + if (m_AnyMethod != null) + m_AnyMethod.recenter(); + } + + Event e = Event.current; + if (e.isKey) + { + //Debug.Log("Detected key code: " + e.keyCode); + if(e.keyCode == KeyCode.R) + { + Debug.Log("Recentering VR."); + if (m_AnyMethod != null) + m_AnyMethod.recenter(); + } + } + } } \ No newline at end of file diff --git a/WoodenMan/Assets/Scripts/loadKFWSkeleton.cs b/WoodenMan/Assets/Scripts/loadKFWSkeleton.cs index b69cc0a..1b57434 100644 --- a/WoodenMan/Assets/Scripts/loadKFWSkeleton.cs +++ b/WoodenMan/Assets/Scripts/loadKFWSkeleton.cs @@ -2,7 +2,8 @@ using System.IO; using System.Collections.Generic; -public class loadKFWSkeleton : MonoBehaviour { +public class loadKFWSkeleton : MonoBehaviour +{ private StreamReader m_3DPoseFileStream; @@ -15,6 +16,8 @@ public class loadKFWSkeleton : MonoBehaviour { private bool m_isKFWFingers = false; private int m_FrameCtr = 0; private bool m_isValid = false; + private bool m_isVRMode = false; + private bool m_isMoveFloor = false; private bool m_isVNECTMode = true; private List m_ValidJointIdx; @@ -22,15 +25,19 @@ public class loadKFWSkeleton : MonoBehaviour { private string m_SequenceName; // Use this for initialization - void Start () { + void Start() + { //Screen.SetResolution(1920, 1080, true); - Screen.SetResolution(1280, 720, true); Application.runInBackground = true; - m_isVNECTMode = true; - m_SequenceName = "DCorridor_VNECT"; - //m_isVNECTMode = false; - //m_SequenceName = "DCorridor_KFW"; + m_isVRMode = true; + m_isMoveFloor = false; + m_isVNECTMode = false; + + if (m_isVNECTMode) + m_SequenceName = "DCorridor_VNECT"; + else + m_SequenceName = "DCorridor_KFW"; FileStream fs = new FileStream(UnityEngine.Application.streamingAssetsPath + "/" + m_SequenceName + ".txt", FileMode.Open, FileAccess.Read, FileShare.Read); m_3DPoseFileStream = new StreamReader(fs); if (m_3DPoseFileStream == null) @@ -173,7 +180,8 @@ public class loadKFWSkeleton : MonoBehaviour { } // Update is called once per frame - void Update () { + void Update() + { string Line = m_3DPoseFileStream.ReadLine(); m_isValid = false; @@ -191,7 +199,7 @@ public class loadKFWSkeleton : MonoBehaviour { if ((Tokens.Length - ParseOffset) / 3 != 58) return; float LowestY = 0.0f; - Vector3[] Joints = new Vector3[(Tokens.Length-ParseOffset) / 3]; + Vector3[] Joints = new Vector3[(Tokens.Length - ParseOffset) / 3]; for (int i = 0; i < m_JointSpheres.Length; ++i) { int Idx = m_ValidJointIdx[i]; @@ -215,12 +223,22 @@ public class loadKFWSkeleton : MonoBehaviour { float PlaneFootBuffer = 0.02f; Vector3 OrigPos = Plane.transform.position; - Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); + if(m_isMoveFloor) + Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); - // Move camera with checkerboard plane GameObject FollowerCamera = GameObject.Find("FollowerCamera"); - OrigPos = FollowerCamera.transform.position; - FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); + if (m_isVRMode) + { + // Align VR head pose with character + FollowerCamera.transform.position = Joints[6]; + FollowerCamera.transform.rotation = GvrViewer.Controller.Head.transform.rotation; + } + else + { + // Move camera with checkerboard plane + OrigPos = FollowerCamera.transform.position; + FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); + } } //0-root_rx, 1-spine_3_rx @@ -311,12 +329,21 @@ public class loadKFWSkeleton : MonoBehaviour { float PlaneFootBuffer = 0.02f; Vector3 OrigPos = Plane.transform.position; - Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); + if (m_isMoveFloor) + Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); // Move camera with checkerboard plane GameObject FollowerCamera = GameObject.Find("FollowerCamera"); - OrigPos = FollowerCamera.transform.position; - FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); + if (m_isVRMode) + { + FollowerCamera.transform.position = Joints[3]; + FollowerCamera.transform.rotation = GvrViewer.Controller.Head.transform.rotation; + } + else + { + OrigPos = FollowerCamera.transform.position; + FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); + } } //0-SpineBase, 1-SpineMid diff --git a/WoodenMan/Assets/Scripts/runLiveKFW.cs b/WoodenMan/Assets/Scripts/runLiveKFW.cs index 3be5f87..a1c42af 100644 --- a/WoodenMan/Assets/Scripts/runLiveKFW.cs +++ b/WoodenMan/Assets/Scripts/runLiveKFW.cs @@ -2,200 +2,166 @@ using System.IO; using System.Collections.Generic; -public class runLiveKFW : MonoBehaviour +public class runLiveKFW : runLive { - // For dynamic rendering - private GameObject[] m_JointSpheres; - private GameObject[] m_Bones; - public Material m_WoodMatRef; - private Vector3 m_CameraOffset; - private bool m_isKFWFingers = false; - private bool m_isValid = false; - - WebSocketClient m_WSClient; - // Use this for initialization - void Start() + override public void Start() { - Screen.SetResolution(1920, 1080, true); - Application.runInBackground = true; - m_WSClient = new WebSocketClient(); - m_WSClient.Start(); + m_isMoveFloor = false; + + // Parse header + string Line = "# : SpineBase, SpineMid, Neck, Head, ShoulderLeft, ElbowLeft, WristLeft, HandLeft, ShoulderRight, ElbowRight, Unknown, HandRight, HipLeft, KneeLeft, AnkleLeft, FootLeft, HipRight, KneeRight, AnkleRight, FootRight, SpineShoulder, HandTipLeft, ThumbLeft, HandTipRight, ThumbRight"; + // First tokenize by : + string[] LRHead = Line.Split(':'); + + // Next, parse right part of the header + string[] FormatString = LRHead[1].Split(','); + m_isKFWFingers = false; + Debug.Log("Format joints length is " + FormatString.Length); + int JSize = FormatString.Length; + if (m_isKFWFingers == false) + JSize = JSize - 4; // Ignore fingertips + + m_JointSpheres = new GameObject[JSize]; + for (int i = 0; i < m_JointSpheres.Length; ++i) { - // Parse header - string Line = "# : SpineBase, SpineMid, Neck, Head, ShoulderLeft, ElbowLeft, WristLeft, HandLeft, ShoulderRight, ElbowRight, Unknown, HandRight, HipLeft, KneeLeft, AnkleLeft, FootLeft, HipRight, KneeRight, AnkleRight, FootRight, SpineShoulder, HandTipLeft, ThumbLeft, HandTipRight, ThumbRight"; - // First tokenize by : - string[] LRHead = Line.Split(':'); - - // Next, parse right part of the header - string[] FormatString = LRHead[1].Split(','); - - m_isKFWFingers = false; - Debug.Log("Format joints length is " + FormatString.Length); - int JSize = FormatString.Length; - if (m_isKFWFingers == false) - JSize = JSize - 4; // Ignore fingertips - - m_JointSpheres = new GameObject[JSize]; - for (int i = 0; i < m_JointSpheres.Length; ++i) + m_JointSpheres[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); + m_WoodMatRef = Resources.Load("wood_Texture", typeof(Material)) as Material; // loads from Assests/Resources directory + if (m_WoodMatRef != null) + m_JointSpheres[i].GetComponent().material = m_WoodMatRef; + else { - m_JointSpheres[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); - m_WoodMatRef = Resources.Load("wood_Texture", typeof(Material)) as Material; // loads from Assests/Resources directory - if (m_WoodMatRef != null) - m_JointSpheres[i].GetComponent().material = m_WoodMatRef; - else - { - Debug.Log("Wood texture not assigned, will draw red."); - m_JointSpheres[i].GetComponent().material.color = Color.red; - } - - // Size of spheres - float SphereRadius = 0.05f; - m_JointSpheres[i].transform.localScale = new Vector3(SphereRadius, SphereRadius, SphereRadius); + Debug.Log("Wood texture not assigned, will draw red."); + m_JointSpheres[i].GetComponent().material.color = Color.red; } - // Next up create ellipsoids for bones - int nBones = 21; - if (m_isKFWFingers == false) - nBones = nBones - 4; - m_Bones = new GameObject[nBones]; - for (int i = 0; i < nBones; ++i) + // Size of spheres + float SphereRadius = 0.05f; + m_JointSpheres[i].transform.localScale = new Vector3(SphereRadius, SphereRadius, SphereRadius); + } + + // Next up create ellipsoids for bones + int nBones = 21; + if (m_isKFWFingers == false) + nBones = nBones - 4; + m_Bones = new GameObject[nBones]; + for (int i = 0; i < nBones; ++i) + { + m_Bones[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); + if (m_WoodMatRef != null) + m_Bones[i].GetComponent().material = m_WoodMatRef; + else { - m_Bones[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); - if (m_WoodMatRef != null) - m_Bones[i].GetComponent().material = m_WoodMatRef; - else - { - Debug.Log("Wood texture not assigned, will draw red."); - m_Bones[i].GetComponent().material.color = Color.red; - } + Debug.Log("Wood texture not assigned, will draw red."); + m_Bones[i].GetComponent().material.color = Color.red; } } } - // Update is called once per frame - void Update() + override public void Update(string Line) { - m_WSClient.Update(); - string Line = m_WSClient.m_Message; - //Debug.Log(Line); if (Line.Length == 0) return; + // Parse line + string[] Tokens = Line.Split(','); + //Debug.Log("Detected " + Tokens.Length / 3 + " joints."); + float LowestY = 0.0f; + Vector3[] Joints = new Vector3[Tokens.Length / 3]; + for (int i = 0; i < m_JointSpheres.Length; ++i) { - // Parse line - string[] Tokens = Line.Split(','); - //Debug.Log("Detected " + Tokens.Length / 3 + " joints."); - float LowestY = 0.0f; - Vector3[] Joints = new Vector3[Tokens.Length / 3]; - for (int i = 0; i < m_JointSpheres.Length; ++i) - { - Joints[i].x = float.Parse(Tokens[3 * i + 0]); - Joints[i].y = -float.Parse(Tokens[3 * i + 1]); // Fip y-axis - Joints[i].z = float.Parse(Tokens[3 * i + 2]); + Joints[i].x = -float.Parse(Tokens[3 * i + 0]); // Prevent mirroring + Joints[i].y = -float.Parse(Tokens[3 * i + 1]); // Flip y-axis for Unity + Joints[i].z = -float.Parse(Tokens[3 * i + 2]); // Flip z-axis for Google VR - if (Joints[i].y < LowestY) - LowestY = Joints[i].y; + if (Joints[i].y < LowestY) + LowestY = Joints[i].y; - //Debug.Log(Joints[i]); - m_JointSpheres[i].transform.position = Joints[i]; - } + //Debug.Log(Joints[i]); + m_JointSpheres[i].transform.position = Joints[i]; + } - // Make floor stick to bottom-most joint (at index 16 or 20) - GameObject Plane = GameObject.Find("CheckerboardPlane"); - if (Plane != null) - { - float PlaneFootBuffer = 0.02f; - Vector3 OrigPos = Plane.transform.position; + // Make floor stick to bottom-most joint (at index 16 or 20) + GameObject Plane = GameObject.Find("CheckerboardPlane"); + if (Plane != null) + { + float PlaneFootBuffer = 0.02f; + Vector3 OrigPos = Plane.transform.position; + if (m_isMoveFloor) Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); - // Move camera with checkerboard plane + // Move camera with checkerboard plane + if (m_isVRMode) + { + GameObject Head = GameObject.Find("Main Camera"); + Head.transform.position = Joints[3]; + Head.transform.rotation = GvrViewer.Controller.Head.transform.rotation; + } + else + { GameObject FollowerCamera = GameObject.Find("FollowerCamera"); OrigPos = FollowerCamera.transform.position; FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); } + } - //0-SpineBase, 1-SpineMid - drawEllipsoid(Joints[0], Joints[1], m_Bones[0]); - //1-SpineMid, 2-Neck - drawEllipsoid(Joints[1], Joints[2], m_Bones[1]); - //2-Neck, 3-Head - drawEllipsoid(Joints[2], Joints[3], m_Bones[2]); - - //20-SpineShoulder, 4-ShoulderLeft - drawEllipsoid(Joints[20], Joints[4], m_Bones[3]); - //4-ShoulderLeft, 5-ElbowLeft - drawEllipsoid(Joints[4], Joints[5], m_Bones[4]); - //5-ElbowLeft, 6-WristLeft - drawEllipsoid(Joints[5], Joints[6], m_Bones[5]); - //6-WristLeft, 7-HandLeft + //0-SpineBase, 1-SpineMid + drawEllipsoid(Joints[0], Joints[1], m_Bones[0]); + //1-SpineMid, 2-Neck + drawEllipsoid(Joints[1], Joints[2], m_Bones[1]); + //2-Neck, 3-Head + drawEllipsoid(Joints[2], Joints[3], m_Bones[2]); + + //20-SpineShoulder, 4-ShoulderLeft + drawEllipsoid(Joints[20], Joints[4], m_Bones[3]); + //4-ShoulderLeft, 5-ElbowLeft + drawEllipsoid(Joints[4], Joints[5], m_Bones[4]); + //5-ElbowLeft, 6-WristLeft + drawEllipsoid(Joints[5], Joints[6], m_Bones[5]); + //6-WristLeft, 7-HandLeft + if (m_isKFWFingers == true) drawEllipsoid(Joints[6], Joints[7], m_Bones[6]); - //20-SpineShoulder, 8-ShoulderRight - drawEllipsoid(Joints[20], Joints[8], m_Bones[7]); - //8-ShoulderRight, 9-ElbowRight - drawEllipsoid(Joints[8], Joints[9], m_Bones[8]); - //9-ElbowRight, 10-Unknown - drawEllipsoid(Joints[9], Joints[10], m_Bones[9]); - //10-Unknown, 11-HandRight + //20-SpineShoulder, 8-ShoulderRight + drawEllipsoid(Joints[20], Joints[8], m_Bones[7]); + //8-ShoulderRight, 9-ElbowRight + drawEllipsoid(Joints[8], Joints[9], m_Bones[8]); + //9-ElbowRight, 10-Unknown + drawEllipsoid(Joints[9], Joints[10], m_Bones[9]); + //10-Unknown, 11-HandRight + if (m_isKFWFingers == true) drawEllipsoid(Joints[10], Joints[11], m_Bones[10]); - //12-HipLeft, 13-KneeLeft - drawEllipsoid(Joints[12], Joints[13], m_Bones[11]); - //13-KneeLeft, 14-AnkleLeft - drawEllipsoid(Joints[13], Joints[14], m_Bones[12]); - //14-AnkleLeft, 15-FootLeft - drawEllipsoid(Joints[14], Joints[15], m_Bones[13]); - - //16-HipRight, 17-KneeRight - drawEllipsoid(Joints[16], Joints[17], m_Bones[14]); - //17-KneeRight, 18-AnkleRight - drawEllipsoid(Joints[17], Joints[18], m_Bones[15]); - //18-AnkleRight, 19-FootRight - drawEllipsoid(Joints[18], Joints[19], m_Bones[16]); - - if (m_isKFWFingers == true) - { - //7-HandLeft, 21-HandTipLeft - drawEllipsoid(Joints[7], Joints[21], m_Bones[17]); - //7-HandLeft, 22-ThumbLeft - drawEllipsoid(Joints[7], Joints[22], m_Bones[18]); - - //11-HandRight, 23-HandTipRight - drawEllipsoid(Joints[11], Joints[23], m_Bones[19]); - //11-HandRight, 24-ThumbRight - drawEllipsoid(Joints[11], Joints[24], m_Bones[20]); - } + //12-HipLeft, 13-KneeLeft + drawEllipsoid(Joints[12], Joints[13], m_Bones[11]); + //13-KneeLeft, 14-AnkleLeft + drawEllipsoid(Joints[13], Joints[14], m_Bones[12]); + //14-AnkleLeft, 15-FootLeft + drawEllipsoid(Joints[14], Joints[15], m_Bones[13]); + + //16-HipRight, 17-KneeRight + drawEllipsoid(Joints[16], Joints[17], m_Bones[14]); + //17-KneeRight, 18-AnkleRight + drawEllipsoid(Joints[17], Joints[18], m_Bones[15]); + //18-AnkleRight, 19-FootRight + drawEllipsoid(Joints[18], Joints[19], m_Bones[16]); + + if (m_isKFWFingers == true) + { + //7-HandLeft, 21-HandTipLeft + drawEllipsoid(Joints[7], Joints[21], m_Bones[17]); + //7-HandLeft, 22-ThumbLeft + drawEllipsoid(Joints[7], Joints[22], m_Bones[18]); + + //11-HandRight, 23-HandTipRight + drawEllipsoid(Joints[11], Joints[23], m_Bones[19]); + //11-HandRight, 24-ThumbRight + drawEllipsoid(Joints[11], Joints[24], m_Bones[20]); } } - - private void drawEllipsoid(Vector3 Start, Vector3 End, GameObject Bone) - { - // Go to unit sphere - Bone.transform.position = Vector3.zero; - Bone.transform.rotation = Quaternion.identity; - Bone.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); - - Vector3 BoneVec = End - Start; - - // Set z-axis of sphere to align with bone - float zScale = BoneVec.magnitude * 0.95f; - float xyScale = zScale * 0.3f; - Bone.transform.localScale = new Vector3(xyScale, xyScale, zScale); - - // Rotate z-axis to align with bone vector - Bone.transform.rotation = Quaternion.LookRotation(BoneVec.normalized); - // Position at middle - Bone.transform.position = (Start + End) / 2.0f; - } - - void OnApplicationQuit() - { - m_WSClient.OnApplicationQuit(); - } } diff --git a/WoodenMan/Assets/Scripts/runLiveVNect.cs b/WoodenMan/Assets/Scripts/runLiveVNect.cs index e0e031b..49ea9b2 100644 --- a/WoodenMan/Assets/Scripts/runLiveVNect.cs +++ b/WoodenMan/Assets/Scripts/runLiveVNect.cs @@ -2,247 +2,208 @@ using System.IO; using System.Collections.Generic; -public class runLiveVNect : MonoBehaviour +public class runLiveVNect : runLive { - // For dynamic rendering - private GameObject[] m_JointSpheres; - private GameObject[] m_Bones; - public Material m_WoodMatRef; - private Vector3 m_CameraOffset; - - private bool m_isKFWFingers = false; - private bool m_isValid = false; - private List m_ValidJointIdx; - WebSocketClient m_WSClient; - - // Use this for initialization - void Start() + override public void Start() { - Screen.SetResolution(1920, 1080, true); - Application.runInBackground = true; - m_WSClient = new WebSocketClient(); - m_WSClient.Start(); - + m_isMoveFloor = false; + + // Parse header + string Line = "# : root_tx, root_ty, root_tz, root_rz, root_ry, root_rx, spine_3_ry, spine_3_rz, spine_3_rx, spine_4_ry, spine_4_rz, spine_4_rx, spine_2_ry, spine_2_rz, spine_2_rx, spine_1_ry, spine_1_rz, spine_1_rx, neck_1_ry, neck_1_rz, neck_1_rx, head_ee_ry, left_clavicle_ry, left_clavicle_rz, left_shoulder_rz, left_shoulder_rx, left_shoulder_ry, left_elbow_rx, left_lowarm_twist, left_hand_rx, left_hand_ry, left_ee_rx, right_clavicle_ry, right_clavicle_rz, right_shoulder_rz, right_shoulder_rx, right_shoulder_ry, right_elbow_rx, right_lowarm_twist, right_hand_rx, right_hand_ry, right_ee_rx, left_hip_rx, left_hip_rz, left_hip_ry, left_knee_rx, left_ankle_rx, left_ankle_ry, left_toes_rx, left_foot_ee, right_hip_rx, right_hip_rz, right_hip_ry, right_knee_rx, right_ankle_rx, right_ankle_ry, right_toes_rx, right_foot_ee"; + // Parse header + // First tokenize by : + string[] LRHead = Line.Split(':'); + + // Next, parse right part of the header + string[] FormatString = LRHead[1].Split(','); + + Debug.Log("Format joints length is " + FormatString.Length); + + // Print joints: 29 + // 5-root_rx, 8-spine_3_rx, 11-spine_4_rx, 14-spine_2_rx, 17-spine_1_rx, 20-neck_1_rx, 21-head_ee_ry, 23-left_clavicle_rz, 26-left_shoulder_ry, 27-left_elbow_rx, 28-left_lowarm_twist, 30-left_hand_ry, 31-left_ee_rx, 33-right_clavicle_rz, 36-right_shoulder_ry, 37-right_elbow_rx, 38-right_lowarm_twist, 40-right_hand_ry, 41-right_ee_rx, 44-left_hip_ry, 45-left_knee_rx, 47-left_ankle_ry, 48-left_toes_rx, 49-left_foot_ee, 52-right_hip_ry, 53-right_knee_rx, 55-right_ankle_ry, 56-right_toes_rx, 57-right_foot_ee + int JSize = 29; + m_ValidJointIdx = new List(); + m_ValidJointIdx.Add(5); + m_ValidJointIdx.Add(8); + m_ValidJointIdx.Add(11); + m_ValidJointIdx.Add(14); + m_ValidJointIdx.Add(17); + m_ValidJointIdx.Add(20); + m_ValidJointIdx.Add(21); + m_ValidJointIdx.Add(23); + m_ValidJointIdx.Add(26); + m_ValidJointIdx.Add(27); + m_ValidJointIdx.Add(28); + m_ValidJointIdx.Add(30); + m_ValidJointIdx.Add(31); + m_ValidJointIdx.Add(33); + m_ValidJointIdx.Add(36); + m_ValidJointIdx.Add(37); + m_ValidJointIdx.Add(38); + m_ValidJointIdx.Add(40); + m_ValidJointIdx.Add(41); + m_ValidJointIdx.Add(44); + m_ValidJointIdx.Add(45); + m_ValidJointIdx.Add(47); + m_ValidJointIdx.Add(48); + m_ValidJointIdx.Add(49); + m_ValidJointIdx.Add(52); + m_ValidJointIdx.Add(53); + m_ValidJointIdx.Add(55); + m_ValidJointIdx.Add(56); + m_ValidJointIdx.Add(57); + + m_JointSpheres = new GameObject[JSize]; + for (int i = 0; i < m_JointSpheres.Length; ++i) { - // Parse header - string Line = "# : root_tx, root_ty, root_tz, root_rz, root_ry, root_rx, spine_3_ry, spine_3_rz, spine_3_rx, spine_4_ry, spine_4_rz, spine_4_rx, spine_2_ry, spine_2_rz, spine_2_rx, spine_1_ry, spine_1_rz, spine_1_rx, neck_1_ry, neck_1_rz, neck_1_rx, head_ee_ry, left_clavicle_ry, left_clavicle_rz, left_shoulder_rz, left_shoulder_rx, left_shoulder_ry, left_elbow_rx, left_lowarm_twist, left_hand_rx, left_hand_ry, left_ee_rx, right_clavicle_ry, right_clavicle_rz, right_shoulder_rz, right_shoulder_rx, right_shoulder_ry, right_elbow_rx, right_lowarm_twist, right_hand_rx, right_hand_ry, right_ee_rx, left_hip_rx, left_hip_rz, left_hip_ry, left_knee_rx, left_ankle_rx, left_ankle_ry, left_toes_rx, left_foot_ee, right_hip_rx, right_hip_rz, right_hip_ry, right_knee_rx, right_ankle_rx, right_ankle_ry, right_toes_rx, right_foot_ee"; - // Parse header - // First tokenize by : - string[] LRHead = Line.Split(':'); - - // Next, parse right part of the header - string[] FormatString = LRHead[1].Split(','); - - m_isKFWFingers = false; - Debug.Log("Format joints length is " + FormatString.Length); - - // Print joints: 29 - // 5-root_rx, 8-spine_3_rx, 11-spine_4_rx, 14-spine_2_rx, 17-spine_1_rx, 20-neck_1_rx, 21-head_ee_ry, 23-left_clavicle_rz, 26-left_shoulder_ry, 27-left_elbow_rx, 28-left_lowarm_twist, 30-left_hand_ry, 31-left_ee_rx, 33-right_clavicle_rz, 36-right_shoulder_ry, 37-right_elbow_rx, 38-right_lowarm_twist, 40-right_hand_ry, 41-right_ee_rx, 44-left_hip_ry, 45-left_knee_rx, 47-left_ankle_ry, 48-left_toes_rx, 49-left_foot_ee, 52-right_hip_ry, 53-right_knee_rx, 55-right_ankle_ry, 56-right_toes_rx, 57-right_foot_ee - int JSize = 29; - m_ValidJointIdx = new List(); - m_ValidJointIdx.Add(5); - m_ValidJointIdx.Add(8); - m_ValidJointIdx.Add(11); - m_ValidJointIdx.Add(14); - m_ValidJointIdx.Add(17); - m_ValidJointIdx.Add(20); - m_ValidJointIdx.Add(21); - m_ValidJointIdx.Add(23); - m_ValidJointIdx.Add(26); - m_ValidJointIdx.Add(27); - m_ValidJointIdx.Add(28); - m_ValidJointIdx.Add(30); - m_ValidJointIdx.Add(31); - m_ValidJointIdx.Add(33); - m_ValidJointIdx.Add(36); - m_ValidJointIdx.Add(37); - m_ValidJointIdx.Add(38); - m_ValidJointIdx.Add(40); - m_ValidJointIdx.Add(41); - m_ValidJointIdx.Add(44); - m_ValidJointIdx.Add(45); - m_ValidJointIdx.Add(47); - m_ValidJointIdx.Add(48); - m_ValidJointIdx.Add(49); - m_ValidJointIdx.Add(52); - m_ValidJointIdx.Add(53); - m_ValidJointIdx.Add(55); - m_ValidJointIdx.Add(56); - m_ValidJointIdx.Add(57); - - m_JointSpheres = new GameObject[JSize]; - for (int i = 0; i < m_JointSpheres.Length; ++i) + m_JointSpheres[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); + m_WoodMatRef = Resources.Load("wood_Texture", typeof(Material)) as Material; // loads from Assests/Resources directory + if (m_WoodMatRef != null) + m_JointSpheres[i].GetComponent().material = m_WoodMatRef; + else { - m_JointSpheres[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); - m_WoodMatRef = Resources.Load("wood_Texture", typeof(Material)) as Material; // loads from Assests/Resources directory - if (m_WoodMatRef != null) - m_JointSpheres[i].GetComponent().material = m_WoodMatRef; - else - { - Debug.Log("Wood texture not assigned, will draw red."); - m_JointSpheres[i].GetComponent().material.color = Color.red; - } - - // Size of spheres - float SphereRadius = 0.05f; - m_JointSpheres[i].transform.localScale = new Vector3(SphereRadius, SphereRadius, SphereRadius); + Debug.Log("Wood texture not assigned, will draw red."); + m_JointSpheres[i].GetComponent().material.color = Color.red; } - // Next up create ellipsoids for bones - int nBones = 28; - m_Bones = new GameObject[nBones]; - for (int i = 0; i < nBones; ++i) + // Size of spheres + float SphereRadius = 0.05f; + m_JointSpheres[i].transform.localScale = new Vector3(SphereRadius, SphereRadius, SphereRadius); + } + + // Next up create ellipsoids for bones + int nBones = 28; + m_Bones = new GameObject[nBones]; + for (int i = 0; i < nBones; ++i) + { + m_Bones[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); + if (m_WoodMatRef != null) + m_Bones[i].GetComponent().material = m_WoodMatRef; + else { - m_Bones[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); - if (m_WoodMatRef != null) - m_Bones[i].GetComponent().material = m_WoodMatRef; - else - { - Debug.Log("Wood texture not assigned, will draw red."); - m_Bones[i].GetComponent().material.color = Color.red; - } + Debug.Log("Wood texture not assigned, will draw red."); + m_Bones[i].GetComponent().material.color = Color.red; } } } - // Update is called once per frame - void Update() + override public void Update(string Line) { - m_WSClient.Update(); - string Line = m_WSClient.m_Message; - //Debug.Log(Line); if (Line.Length == 0) return; + // Parse line + int ParseOffset = 0; // No offset for real-time system + string[] Tokens = Line.Split(','); + //Debug.Log("Detected " + (Tokens.Length - ParseOffset) / 3 + " joints."); + if ((Tokens.Length - ParseOffset) / 3 != 58) + return; + float LowestY = 0.0f; + Vector3[] Joints = new Vector3[(Tokens.Length - ParseOffset) / 3]; + for (int i = 0; i < m_JointSpheres.Length; ++i) { - // Parse line - int ParseOffset = 0; // No offset for real-time system - string[] Tokens = Line.Split(','); - //Debug.Log("Detected " + (Tokens.Length - ParseOffset) / 3 + " joints."); - if ((Tokens.Length - ParseOffset) / 3 != 58) - return; - float LowestY = 0.0f; - Vector3[] Joints = new Vector3[(Tokens.Length - ParseOffset) / 3]; - for (int i = 0; i < m_JointSpheres.Length; ++i) - { - int Idx = m_ValidJointIdx[i]; - Joints[i].x = float.Parse(Tokens[3 * Idx + 0 + ParseOffset]) * 0.001f; - Joints[i].y = float.Parse(Tokens[3 * Idx + 1 + ParseOffset]) * 0.001f; - Joints[i].z = float.Parse(Tokens[3 * Idx + 2 + ParseOffset]) * 0.001f; - - if (Joints[i].y < LowestY) - LowestY = Joints[i].y; - - //Debug.Log(Joints[i]); - //m_JointSpheres[i].transform.position = Vector3.Lerp(m_JointSpheres[i].transform.position, Joints[i], 0.2f); - //Joints[i] = m_JointSpheres[i].transform.position; // Hack - m_JointSpheres[i].transform.position = Joints[i]; - } + int Idx = m_ValidJointIdx[i]; + Joints[i].x = -float.Parse(Tokens[3 * Idx + 0 + ParseOffset]) * 0.001f; // Prevent mirroring + Joints[i].y = float.Parse(Tokens[3 * Idx + 1 + ParseOffset]) * 0.001f; + Joints[i].z = -float.Parse(Tokens[3 * Idx + 2 + ParseOffset]) * 0.001f; // Flip for Google VR + + if (Joints[i].y < LowestY) + LowestY = Joints[i].y; + + //Debug.Log(Joints[i]); + //m_JointSpheres[i].transform.position = Vector3.Lerp(m_JointSpheres[i].transform.position, Joints[i], 0.2f); + //Joints[i] = m_JointSpheres[i].transform.position; // Hack + m_JointSpheres[i].transform.position = Joints[i]; + } - // Make floow stick to bottom-most joint (at index 16 or 20) - GameObject Plane = GameObject.Find("CheckerboardPlane"); - if (Plane != null) - { - float PlaneFootBuffer = 0.02f; - Vector3 OrigPos = Plane.transform.position; + // Make floor stick to bottom-most joint (at index 16 or 20) + GameObject Plane = GameObject.Find("CheckerboardPlane"); + if (Plane != null) + { + float PlaneFootBuffer = 0.02f; + Vector3 OrigPos = Plane.transform.position; + if (m_isMoveFloor) Plane.transform.position = new Vector3(OrigPos[0], LowestY - PlaneFootBuffer, OrigPos[2]); + GameObject FollowerCamera = GameObject.Find("FollowerCamera"); + if (m_isVRMode) + { + GameObject Head = GameObject.Find("Main Camera"); + Head.transform.position = Joints[6]; + Head.transform.rotation = GvrViewer.Controller.Head.transform.rotation; + } + else + { // Move camera with checkerboard plane - GameObject FollowerCamera = GameObject.Find("FollowerCamera"); OrigPos = FollowerCamera.transform.position; FollowerCamera.transform.position = new Vector3(OrigPos[0], Plane.transform.position.y + 1, OrigPos[2]); } - - //0-root_rx, 1-spine_3_rx - drawEllipsoid(Joints[0], Joints[1], m_Bones[0]); - //1-spine_3_rx, 2-spine_4_rx - drawEllipsoid(Joints[1], Joints[2], m_Bones[1]); - //0-root_rx, 3-spine_2_rx - drawEllipsoid(Joints[0], Joints[3], m_Bones[2]); - //3-spine_2_rx, 4-spine_1_rx - drawEllipsoid(Joints[3], Joints[4], m_Bones[3]); - //2-spine_4_rx, 5-neck_1_rx - drawEllipsoid(Joints[2], Joints[5], m_Bones[4]); - //5-neck_1_rx, 6-head_ee_ry - drawEllipsoid(Joints[5], Joints[6], m_Bones[5]); - - //2-spine_4_rx, 7-left_clavicle_rz - drawEllipsoid(Joints[2], Joints[7], m_Bones[6]); - //7-left_clavicle_rz, 8-left_shoulder_ry - drawEllipsoid(Joints[7], Joints[8], m_Bones[7]); - //8-left_shoulder_ry, 9-left_elbow_rx - drawEllipsoid(Joints[8], Joints[9], m_Bones[8]); - //9-left_elbow_rx, 10-left_lowarm_twist - drawEllipsoid(Joints[9], Joints[10], m_Bones[9]); - //10-left_lowarm_twist, 11-left_hand_ry - drawEllipsoid(Joints[10], Joints[11], m_Bones[10]); - //11-left_hand_ry, 12-left_ee_rx - drawEllipsoid(Joints[11], Joints[12], m_Bones[11]); - - //2-spine_4_rx, 13-right_clavicle_rz - drawEllipsoid(Joints[2], Joints[13], m_Bones[12]); - //13-right_clavicle_rz, 14-right_shoulder_ry - drawEllipsoid(Joints[13], Joints[14], m_Bones[13]); - //14-right_shoulder_ry, 15-right_elbow_rx - drawEllipsoid(Joints[14], Joints[15], m_Bones[14]); - //15-right_elbow_rx, 16-right_lowarm_twist - drawEllipsoid(Joints[15], Joints[16], m_Bones[15]); - //16-right_lowarm_twist, 17-right_hand_ry - drawEllipsoid(Joints[16], Joints[17], m_Bones[16]); - //17-right_hand_ry, 18-right_ee_rx - drawEllipsoid(Joints[17], Joints[18], m_Bones[17]); - - //4-spine_1_rx, 19-left_hip_ry - drawEllipsoid(Joints[4], Joints[19], m_Bones[18]); - //19-left_hip_ry, 20-left_knee_rx - drawEllipsoid(Joints[19], Joints[20], m_Bones[19]); - //20-left_knee_rx, 21-left_ankle_ry - drawEllipsoid(Joints[20], Joints[21], m_Bones[20]); - //21-left_ankle_ry, 22-left_toes_rx - drawEllipsoid(Joints[21], Joints[22], m_Bones[21]); - //22-left_toes_rx, 23-left_foot_ee - drawEllipsoid(Joints[22], Joints[23], m_Bones[22]); - - //4-spine_1_rx, 24-right_hip_ry - drawEllipsoid(Joints[4], Joints[24], m_Bones[23]); - //24-right_hip_ry, 25-right_knee_rx - drawEllipsoid(Joints[24], Joints[25], m_Bones[24]); - //25-right_knee_rx, 26-right_ankle_ry - drawEllipsoid(Joints[25], Joints[26], m_Bones[25]); - //26-right_ankle_ry, 27-right_toes_rx - drawEllipsoid(Joints[26], Joints[27], m_Bones[26]); - //27-right_toes_rx, 28-right_foot_ee - drawEllipsoid(Joints[27], Joints[28], m_Bones[27]); } - } - private void drawEllipsoid(Vector3 Start, Vector3 End, GameObject Bone) - { - // Go to unit sphere - Bone.transform.position = Vector3.zero; - Bone.transform.rotation = Quaternion.identity; - Bone.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); - - Vector3 BoneVec = End - Start; - - // Set z-axis of sphere to align with bone - float zScale = BoneVec.magnitude * 0.95f; - float xyScale = zScale * 0.3f; - Bone.transform.localScale = new Vector3(xyScale, xyScale, zScale); - - // Rotate z-axis to align with bone vector - Bone.transform.rotation = Quaternion.LookRotation(BoneVec.normalized); - // Position at middle - Bone.transform.position = (Start + End) / 2.0f; - } - - void OnApplicationQuit() - { - m_WSClient.OnApplicationQuit(); + //0-root_rx, 1-spine_3_rx + drawEllipsoid(Joints[0], Joints[1], m_Bones[0]); + //1-spine_3_rx, 2-spine_4_rx + drawEllipsoid(Joints[1], Joints[2], m_Bones[1]); + //0-root_rx, 3-spine_2_rx + drawEllipsoid(Joints[0], Joints[3], m_Bones[2]); + //3-spine_2_rx, 4-spine_1_rx + drawEllipsoid(Joints[3], Joints[4], m_Bones[3]); + //2-spine_4_rx, 5-neck_1_rx + drawEllipsoid(Joints[2], Joints[5], m_Bones[4]); + //5-neck_1_rx, 6-head_ee_ry + drawEllipsoid(Joints[5], Joints[6], m_Bones[5]); + + //2-spine_4_rx, 7-left_clavicle_rz + drawEllipsoid(Joints[2], Joints[7], m_Bones[6]); + //7-left_clavicle_rz, 8-left_shoulder_ry + drawEllipsoid(Joints[7], Joints[8], m_Bones[7]); + //8-left_shoulder_ry, 9-left_elbow_rx + drawEllipsoid(Joints[8], Joints[9], m_Bones[8]); + //9-left_elbow_rx, 10-left_lowarm_twist + drawEllipsoid(Joints[9], Joints[10], m_Bones[9]); + //10-left_lowarm_twist, 11-left_hand_ry + drawEllipsoid(Joints[10], Joints[11], m_Bones[10]); + //11-left_hand_ry, 12-left_ee_rx + drawEllipsoid(Joints[11], Joints[12], m_Bones[11]); + + //2-spine_4_rx, 13-right_clavicle_rz + drawEllipsoid(Joints[2], Joints[13], m_Bones[12]); + //13-right_clavicle_rz, 14-right_shoulder_ry + drawEllipsoid(Joints[13], Joints[14], m_Bones[13]); + //14-right_shoulder_ry, 15-right_elbow_rx + drawEllipsoid(Joints[14], Joints[15], m_Bones[14]); + //15-right_elbow_rx, 16-right_lowarm_twist + drawEllipsoid(Joints[15], Joints[16], m_Bones[15]); + //16-right_lowarm_twist, 17-right_hand_ry + drawEllipsoid(Joints[16], Joints[17], m_Bones[16]); + //17-right_hand_ry, 18-right_ee_rx + drawEllipsoid(Joints[17], Joints[18], m_Bones[17]); + + //4-spine_1_rx, 19-left_hip_ry + drawEllipsoid(Joints[4], Joints[19], m_Bones[18]); + //19-left_hip_ry, 20-left_knee_rx + drawEllipsoid(Joints[19], Joints[20], m_Bones[19]); + //20-left_knee_rx, 21-left_ankle_ry + drawEllipsoid(Joints[20], Joints[21], m_Bones[20]); + //21-left_ankle_ry, 22-left_toes_rx + drawEllipsoid(Joints[21], Joints[22], m_Bones[21]); + //22-left_toes_rx, 23-left_foot_ee + drawEllipsoid(Joints[22], Joints[23], m_Bones[22]); + + //4-spine_1_rx, 24-right_hip_ry + drawEllipsoid(Joints[4], Joints[24], m_Bones[23]); + //24-right_hip_ry, 25-right_knee_rx + drawEllipsoid(Joints[24], Joints[25], m_Bones[24]); + //25-right_knee_rx, 26-right_ankle_ry + drawEllipsoid(Joints[25], Joints[26], m_Bones[25]); + //26-right_ankle_ry, 27-right_toes_rx + drawEllipsoid(Joints[26], Joints[27], m_Bones[26]); + //27-right_toes_rx, 28-right_foot_ee + drawEllipsoid(Joints[27], Joints[28], m_Bones[27]); } } diff --git a/WoodenMan/Library/AssetImportState b/WoodenMan/Library/AssetImportState index 99e6017..0477844 100644 --- a/WoodenMan/Library/AssetImportState +++ b/WoodenMan/Library/AssetImportState @@ -1 +1 @@ -5;0;6;-1 \ No newline at end of file +13;589824;2304;0;0 \ No newline at end of file diff --git a/WoodenMan/Library/AssetServerCacheV3 b/WoodenMan/Library/AssetServerCacheV3 index 3e89010..fadb5f2 100644 Binary files a/WoodenMan/Library/AssetServerCacheV3 and b/WoodenMan/Library/AssetServerCacheV3 differ diff --git a/WoodenMan/Library/CurrentLayout.dwlt b/WoodenMan/Library/CurrentLayout.dwlt index d053f42..b6ede69 100644 Binary files a/WoodenMan/Library/CurrentLayout.dwlt and b/WoodenMan/Library/CurrentLayout.dwlt differ diff --git a/WoodenMan/Library/EditorUserBuildSettings.asset b/WoodenMan/Library/EditorUserBuildSettings.asset index a9333ea..3f50b1a 100644 Binary files a/WoodenMan/Library/EditorUserBuildSettings.asset and b/WoodenMan/Library/EditorUserBuildSettings.asset differ diff --git a/WoodenMan/Library/InspectorExpandedItems.asset b/WoodenMan/Library/InspectorExpandedItems.asset index 96653e8..3847bfe 100644 Binary files a/WoodenMan/Library/InspectorExpandedItems.asset and b/WoodenMan/Library/InspectorExpandedItems.asset differ diff --git a/WoodenMan/Library/ProjectSettings.asset b/WoodenMan/Library/ProjectSettings.asset index 26be004..374445b 100644 Binary files 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b/WoodenMan/Library/ScriptAssemblies/Assembly-CSharp.dll differ diff --git a/WoodenMan/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb b/WoodenMan/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb index d835c00..92ae6fe 100644 Binary files a/WoodenMan/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb and b/WoodenMan/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb differ diff --git a/WoodenMan/Library/ScriptAssemblies/BuiltinAssemblies.stamp b/WoodenMan/Library/ScriptAssemblies/BuiltinAssemblies.stamp index 3578da5..e34c8f3 100644 --- a/WoodenMan/Library/ScriptAssemblies/BuiltinAssemblies.stamp +++ b/WoodenMan/Library/ScriptAssemblies/BuiltinAssemblies.stamp @@ -1,2 +1,2 @@ -0000.5797f3b8.0000 -0000.5797f3cc.0000 \ No newline at end of file +0000.5837028e.0000 +0000.583702a0.0000 \ No newline at end of file diff --git a/WoodenMan/Library/ScriptMapper b/WoodenMan/Library/ScriptMapper index bb395e1..9467f93 100644 Binary files a/WoodenMan/Library/ScriptMapper and b/WoodenMan/Library/ScriptMapper differ diff --git a/WoodenMan/Library/ShaderCache.db b/WoodenMan/Library/ShaderCache.db index 3941199..93f0bb9 100644 Binary files a/WoodenMan/Library/ShaderCache.db and b/WoodenMan/Library/ShaderCache.db differ diff --git a/WoodenMan/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml b/WoodenMan/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml deleted file mode 100644 index d9be344..0000000 --- a/WoodenMan/Library/UnityAssemblies/SyntaxTree.VisualStudio.Unity.Bridge.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - SyntaxTree.VisualStudio.Unity.Bridge - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Advertisements.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.Advertisements.dll index 0de4d74..4e891d8 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.Advertisements.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.Advertisements.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.dll index 343935e..7659180 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml deleted file mode 100644 index 566f8d3..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.Android.Extensions.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.Android.Extensions - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.EditorTestsRunner.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.EditorTestsRunner.dll index e07246f..6013429 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.EditorTestsRunner.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.EditorTestsRunner.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.dll index 05a73b5..ec5117f 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.xml deleted file mode 100644 index 56deb83..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.Graphs.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.Graphs - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.dll deleted file mode 100644 index 166a5a0..0000000 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.dll and /dev/null differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml deleted file mode 100644 index d2cd7ba..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.LinuxStandalone.Extensions.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.LinuxStandalone.Extensions - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.Networking.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.Networking.dll index 8a83896..3d2aa3b 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.Networking.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.Networking.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.TreeEditor.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.TreeEditor.dll index c6acba4..057d2ff 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.TreeEditor.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.TreeEditor.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.UI.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.UI.dll index 9690fd6..43df1a1 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.UI.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.UI.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.dll deleted file mode 100644 index 7e4c22e..0000000 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.dll and /dev/null differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml deleted file mode 100644 index 1bb6001..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.WebGL.Extensions.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.WebGL.Extensions - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.dll index 4692838..f48a2b6 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml deleted file mode 100644 index 2c8f5c5..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.WindowsStandalone.Extensions.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.WindowsStandalone.Extensions - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.dll index 7f674ee..8045940 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.dll and b/WoodenMan/Library/UnityAssemblies/UnityEditor.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.dll deleted file mode 100644 index 5392370..0000000 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.dll and /dev/null differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.xml deleted file mode 100644 index 714e13f..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Common.xml +++ /dev/null @@ -1,14 +0,0 @@ - - - - UnityEditor.iOS.Extensions.Common - - - - Lets you programmatically build players or AssetBundles which can be loaded from the web. - - - Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.dll deleted file mode 100644 index 50c9700..0000000 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.dll and /dev/null differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml deleted file mode 100644 index f5e94b3..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.iOS.Extensions.Xcode - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.dll b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.dll deleted file mode 100644 index c307a59..0000000 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.dll and /dev/null differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml deleted file mode 100644 index 77a9641..0000000 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.iOS.Extensions.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.iOS.Extensions - - - - diff --git a/WoodenMan/Library/UnityAssemblies/UnityEditor.xml b/WoodenMan/Library/UnityAssemblies/UnityEditor.xml index 1be01ab..7909b6e 100644 --- a/WoodenMan/Library/UnityAssemblies/UnityEditor.xml +++ b/WoodenMan/Library/UnityAssemblies/UnityEditor.xml @@ -19,6 +19,42 @@ Silent exit in case of unhandled .NET exception (no Crash Report generated). + + + Navigation mesh builder interface. + + + + + Returns true if an asynchronous build is still running. + + + + + Build the Navmesh. + + + + + Build the Navmesh Asyncronously. + + + + + Builds the combined navmesh for the contents of multiple scenes. + + Array of paths to scenes that are used for building the navmesh. + + + + Cancel Navmesh construction. + + + + + Clear all Navmeshes. + + Hierarchy sort method to allow for items and their children to be sorted alphabetically. @@ -29,6 +65,41 @@ Content to visualize the alphabetical sorting method. + + + Editor API for the Unity Services editor feature. Normally Analytics is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field will cause the Analytics feature in Unity to be enabled if true, or disabled if false. + + + + + Set to true for testing Analytics integration only within the Editor. + + + + + Type of Android build system. + + + + + Export ADT (legacy) project. + + + + + Build APK using Gradle or export Gradle project. + + + + + Build APK using internal build system. + + Gamepad support level for Android TV. @@ -428,7 +499,8 @@ - AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback. + AnimationMode is used by the AnimationWindow to store properties modified + by the AnimationClip playback. @@ -436,21 +508,35 @@ The color used to show that a property is currently being animated. + + + Initialise the start of the animation clip sampling. + + + + + Finish the sampling of the animation clip. + + - Are we currently in AnimationMode. + Are we currently in AnimationMode? Is the specified property currently in animation mode and being animated? - - + The object to determine if it contained the animation. + The name of the animation to search for. + + Whether the property search is found or not. + - Samples an AnimationClip on the object and also records any modified properties in AnimationMode. + Samples an AnimationClip on the object and also records any modified + properties in AnimationMode. @@ -1872,6 +1958,11 @@ Units is normalized time. The tangents are automatically set to make the curve go smoothly through the key. + + + The tangents are automatically set to make the curve go smoothly through the key. + + The curve retains a constant value between two keys. @@ -2074,6 +2165,30 @@ Units is normalized time. An Interface for accessing assets and performing operations on assets. + + + Callback raised whenever a package import is cancelled by the user. + + + + + + Callback raised whenever a package import successfully completes. + + + + + + Callback raised whenever a package import failed. + + + + + + Callback raised whenever a package import starts. + + + Adds objectToAdd to an existing asset at path. @@ -2217,6 +2332,16 @@ Units is normalized time. Array of asset bundle names. + + + Given an assetBundleName, returns the list of AssetBundles that it depends on. + + The name of the AssetBundle for which dependencies are required. + If false, returns only AssetBundles which are direct dependencies of the input; if true, includes all indirect dependencies of the input. + + The names of all AssetBundles that the input depends on. + + Returns the hash of all the dependencies of an asset. @@ -2323,6 +2448,12 @@ Units is normalized time. + + + Returns the type of the main asset object at assetPath. + + Filesystem path of the asset to load. + Given an absolute path to a directory, this method will return an array of all it's subdirectories. @@ -2379,6 +2510,19 @@ Units is normalized time. + + + Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. + + + + + + Delegate to be called from AssetDatabase.ImportPackage callbacks. packageName is the name of the package that raised the callback. errorMessage is the reason for the failure. + + + + Is asset a foreign asset? @@ -2407,6 +2551,12 @@ Units is normalized time. + + + Returns true if the main asset object at assetPath is loaded in memory. + + Filesystem path of the asset to load. + Is asset a native asset? @@ -3073,6 +3223,11 @@ Amount of compression. The value roughly corresponds to the ratio between the re Do not include type information within the AssetBundle. + + + Do a dry run build. + + Force rebuild the assetBundles. @@ -3088,11 +3243,6 @@ Amount of compression. The value roughly corresponds to the ratio between the re Build assetBundle without any special option. - - - Do not include class version numbers when writing out an AssetBundle. - - Do not allow the build to succeed if any errors are reporting during it. @@ -3342,21 +3492,48 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Output path for the AssetBundles. AssetBundle building options. - Target build platform. + Chosen target build platform. + + The manifest listing all AssetBundles included in this build. + Build AssetBundles from a building map. Output path for the AssetBundles. + AssetBundle building map. AssetBundle building options. Target build platform. - AssetBundle building map. + + The manifest listing all AssetBundles included in this build. + - + Builds a player. + Provide various options to control the behavior of BuildPipeline.BuildPlayer. + + An error message if an error occurred. + + + + + Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead. + + The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). + The path where the application will be built. + The BuildTarget to build. + Additional BuildOptions, like whether to run the built player. + + An error message if an error occurred. + + + + + Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead. + The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). The path where the application will be built. The BuildTarget to build. @@ -3441,6 +3618,36 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Lets you manage cross-references and dependencies between different asset bundles and player builds. + + + Provide various options to control the behavior of BuildPipeline.BuildPlayer. + + + + + The path to an manifest file describing all of the asset bundles used in the build (optional). + + + + + The path where the application will be built. + + + + + Additional BuildOptions, like whether to run the built player. + + + + + The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity). + + + + + The BuildTarget to build. + + Target build platform. @@ -3466,16 +3673,11 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Build an Android .apk standalone app. - + Build to Nintendo 3DS platform. - - - Build a PS3 Standalone. - - Build a PS4 Standalone. @@ -3508,17 +3710,17 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t - Build an OS X standalone (Intel only). + Build a macOS standalone (Intel only). - Build an OSX Intel 64-bit standalone. + Build a macOS Intel 64-bit standalone. - Build a universal OSX standalone. + Build a universal macOS standalone. @@ -3556,21 +3758,11 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Build a Wii U standalone. - - - Build a Windows Phone 8 player. - - Build an Windows Store Apps player. - - - Build a XBox Standalone. - - Build a Xbox One Standalone. @@ -3601,16 +3793,11 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Android target. - + Nintendo 3DS target. - - - Sony Playstation 3 target. - - Sony Playstation 4 target. @@ -3656,21 +3843,11 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Nintendo Wii U target. - - - Windows Phone 8 target. - - Windows Store Apps target. - - - Microsoft XBOX360 target. - - Microsoft Xbox One target. @@ -3748,6 +3925,11 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t A mask containing all the transform in the file will be created internally. + + + No Mask. All the animation will be imported. + + Used as input to ColorField to configure the HDR color ranges in the ColorPicker. @@ -3782,6 +3964,21 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Minimum exposure value used in the tonemapping section of the Color Picker. Maximum exposure value used in the tonemapping section of the Color Picker. + + + Editor API for the Unity Services editor feature. Normally CrashReporting is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field will cause the CrashReporting feature in Unity to capture exceptions that occur in the editor while running in Play mode if true, or ignore those errors if false. + + + + + This Boolean field will cause the CrashReporting feature in Unity to be enabled if true, or disabled if false. + + Tells an Editor class which run-time type it's an editor for. @@ -3866,6 +4063,16 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t Fullscreen window. + + + Texture importer lets you modify Texture2D import settings for DDS textures from editor scripts. + + + + + Is texture data readable from scripts. + + Base class to derive custom decorator drawers from. @@ -3883,7 +4090,8 @@ These will be used as asset names, which you can then pass to AssetBundle.Load t - Override this method to make your own GUI for the decorator. + Override this method to make your own GUI for the decorator. +See DecoratorDrawer for an example of how to use this. Rectangle on the screen to use for the decorator GUI. @@ -4350,7 +4558,7 @@ Each time an object is (or a group of objects are) created, renamed, parented, u - Is editor currently updating? (Read Only) + This property is true if the Editor is currently refreshing the AssetDatabase. During this time, the editor checks to see if any files have changed, whether they need to be reimported, and reimports them. (Read Only) @@ -4552,6 +4760,42 @@ Each time an object is (or a group of objects are) created, renamed, parented, u Must be called after LockReloadAssemblies, to reenable loading of assemblies. + + + This class allows you to modify the Editor for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + + + + The list of Scenes that should be included in the build. +This is the same list of Scenes that is shown in the window. You can modify this list to set up which Scenes should be included in the build. + + + + + This class is used for entries in the Scenes list, as displayed in the window. This class contains the scene path of a scene and an enabled flag that indicates wether the scene is enabled in the BuildSettings window or not. + +You can use this class in combination with EditorBuildSettings.scenes to populate the list of Scenes included in the build via script. This is useful when creating custom editor scripts to automate your build pipeline. + +See EditorBuildSettings.scenes for an example script. + + + + + Whether this scene is enabled in the for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + + + + The file path of the scene as listed in the Editor for an example of how to use this class. + +See Also: EditorBuildSettingsScene, EditorBuildSettings.scenes. + + Defines how a curve is attached to an object that it controls. @@ -4631,6 +4875,21 @@ Each time an object is (or a group of objects are) created, renamed, parented, u The value entered by the user. + + + Check if any control was changed inside a block of code. + + + + + True if GUI.changed was set to true, otherwise false. + + + + + Begins a ChangeCheckScope. + + Make a field for selecting a Color. @@ -4777,7 +5036,17 @@ Each time an object is (or a group of objects are) created, renamed, parented, u The curve to edit. The color to show the curve with. Optional rectangle that the curve is restrained within. - + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + + + Make a field for editing an AnimationCurve. + + Rectangle on the screen to use for the field. + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. @@ -5222,6 +5491,18 @@ Each time an object is (or a group of objects are) created, renamed, parented, u Internal version that also gives you back which flags were changed and what they were changed to. + + + Make an enum popup selection field for a bitmask. + + Rectangle on the screen to use for the field. + Optional label in front of the field. + The enum options the field shows. + Optional GUIStyle. + + The enum options that has been selected by the user. + + Make an enum popup selection field for a bitmask. @@ -6131,9 +6412,8 @@ Each time an object is (or a group of objects are) created, renamed, parented, u Make a special slider the user can use to specify a range between a min and a max. - Optional label in front of the slider. Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. + Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. @@ -6143,24 +6423,45 @@ Each time an object is (or a group of objects are) created, renamed, parented, u Make a special slider the user can use to specify a range between a min and a max. - Optional label in front of the slider. Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. + Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. The limit at the right end of the slider. - + - Make a multi-control with text fields for entering multiple floats in the same line. + Make a special slider the user can use to specify a range between a min and a max. - Rectangle on the screen to use for the float field. - Optional label to display in front of the float field. - Array with small labels to show in front of each float field. There is room for one letter per field only. - Array with the values to edit. + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. - + + + Make a special slider the user can use to specify a range between a min and a max. + + Rectangle on the screen to use for the slider. + Optional label in front of the slider. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + + + + Make a multi-control with text fields for entering multiple floats in the same line. + + Rectangle on the screen to use for the float field. + Optional label to display in front of the float field. + Array with small labels to show in front of each float field. There is room for one letter per field only. + Array with the values to edit. + + Make a multi-control with text fields for entering multiple floats in the same line. @@ -6265,6 +6566,42 @@ Each time an object is (or a group of objects are) created, renamed, parented, u The object that has been set by the user. + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + + + + Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. + + Rectangle on the screen to use for the field. + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label to display in front of the field. Pass GUIContent.none to hide the label. + Make a text field where the user can enter a password. @@ -7023,7 +7360,8 @@ Each time an object is (or a group of objects are) created, renamed, parented, u Begin a horizontal group and get its rect back. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -7032,15 +7370,11 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a horizontal group and get its rect back. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - - - Begin an automatically layouted scrollview. @@ -7151,7 +7485,8 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a vertical group and get its rect back. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting properties. + Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -7160,14 +7495,20 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Begin a vertical group and get its rect back. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting properties. + Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + Begin a vertical group and get its rect back. + Optional GUIStyle. + An optional list of layout options that specify extra layouting properties. + Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -7366,7 +7707,19 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The curve edited by the user. - + + + Make a field for editing an AnimationCurve. + + The curve to edit. + The color to show the curve with. + Optional rectangle that the curve is restrained within. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. + + Make a field for editing an AnimationCurve. @@ -7376,6 +7729,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. @@ -8002,6 +8356,30 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The value modified by the user. + + + Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional layout options. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional layout options. + Optional GUIStyle. + + The enum options that has been selected by the user. + + Make an enum popup selection field for a bitmask. @@ -8009,6 +8387,19 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the field. The enum options the field shows. Optional layout options. + Optional GUIStyle. + + The enum options that has been selected by the user. + + + + + Make an enum popup selection field for a bitmask. + + Optional label in front of the field. + The enum options the field shows. + Optional layout options. + Optional GUIStyle. The enum options that has been selected by the user. @@ -8204,6 +8595,19 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The shown foldout state. The label to show. Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. @@ -8215,6 +8619,19 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The shown foldout state. The label to show. Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. + + The foldout state selected by the user. If true, you should render sub-objects. + + + + + Make a label with a foldout arrow to the left of it. + + The shown foldout state. + The label to show. + Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. @@ -8226,6 +8643,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The shown foldout state. The label to show. Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. @@ -8237,6 +8655,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The shown foldout state. The label to show. Optional GUIStyle. + Whether to toggle the foldout state when the label is clicked. The foldout state selected by the user. If true, you should render sub-objects. @@ -8248,7 +8667,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -8259,7 +8678,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -8270,7 +8689,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -8281,7 +8700,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional boolean to specify if the control has a label. Default is true. The height in pixels of the control. Default is EditorGUIUtility.singleLineHeight. Optional GUIStyle to use for the control. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9040,7 +9459,19 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. - The value the slider shows. This determines the position of the draggable thumb. + The lower value of the range the slider shows, passed by reference. + The upper value at the range the slider shows, passed by reference. + The limit at the left end of the slider. + The limit at the right end of the slider. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a special slider the user can use to specify a range between a min and a max. + + Optional label in front of the slider. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. @@ -9054,7 +9485,6 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a special slider the user can use to specify a range between a min and a max. Optional label in front of the slider. - The value the slider shows. This determines the position of the draggable thumb. The lower value of the range the slider shows, passed by reference. The upper value at the range the slider shows, passed by reference. The limit at the left end of the slider. @@ -9108,6 +9538,90 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. The object that has been set by the user. + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object reference property the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. Pass GUIContent.none to hide the label. + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a field to receive any object type. + + The object the field shows. + The type of the objects that can be assigned. + Optional label in front of the field. + Optional label in front of the field. + An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style. +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Make a text field where the user can enter a password. @@ -9316,7 +9830,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9324,7 +9838,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9332,7 +9846,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9340,7 +9854,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9348,7 +9862,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9356,7 +9870,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Make a label in front of some control. - Label to show in front of the control. + Label to show to the left of the control. @@ -9842,7 +10356,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9856,7 +10372,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9870,7 +10388,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9884,7 +10404,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9898,7 +10420,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9912,7 +10436,9 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Optional label in front of the toggle. The shown state of the toggle. Optional GUIStyle. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> + See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -9994,8 +10520,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + The value entered by the user. @@ -10007,8 +10532,7 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Label to display above the field. The value to edit. An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + The value entered by the user. @@ -10019,7 +10543,8 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Label to display above the field. The value to edit. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -10032,7 +10557,8 @@ GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. Label to display above the field. The value to edit. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> + An optional list of layout options that specify extra layouting + properties. Any values passed in here will override settings defined by the style.<br> See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. @@ -10165,9 +10691,9 @@ This value is the number of screen pixels per point of interface space. For inst - Creates an event. + Creates an event that can be sent to another window. - + The command to be sent. @@ -10272,6 +10798,7 @@ This value is the number of screen pixels per point of interface space. For inst Content name. Tooltip. + @@ -10279,6 +10806,7 @@ This value is the number of screen pixels per point of interface space. For inst Content name. Tooltip. + @@ -10297,7 +10825,7 @@ This value is the number of screen pixels per point of interface space. For inst - Load a built-in resource that has to be there. + Load a required built-in resource. @@ -10336,16 +10864,16 @@ This value is the number of screen pixels per point of interface space. For inst - Ping an object in a window like clicking it in an inspector. + Ping an object in the Scene like clicking it in an inspector. - + The object to be pinged. - Ping an object in a window like clicking it in an inspector. + Ping an object in the Scene like clicking it in an inspector. - + The object to be pinged. @@ -10428,14 +10956,14 @@ This value is the number of screen pixels per point of interface space. For inst Utility functions for working with JSON data and engine objects. - + Overwrite data in an object by reading from its JSON representation. The JSON representation of the object. The object to overwrite. - + Generate a JSON representation of an object. @@ -10445,7 +10973,7 @@ This value is the number of screen pixels per point of interface space. For inst The object's data in JSON format. - + Generate a JSON representation of an object. @@ -10487,31 +11015,45 @@ This value is the number of screen pixels per point of interface space. For inst - Returns the value corresponding to key in the preference file if it exists. + Returns the float value corresponding to key if it exists in the preference file. - - + Name of key to read float from. + Float value to return if the key is not in the storage. + + The float value stored in the preference file or the defaultValue id the + requested float does not exist. + - Returns the value corresponding to key in the preference file if it exists. + Returns the float value corresponding to key if it exists in the preference file. - - + Name of key to read float from. + Float value to return if the key is not in the storage. + + The float value stored in the preference file or the defaultValue id the + requested float does not exist. + Returns the value corresponding to key in the preference file if it exists. - - + Name of key to read integer from. + Integer value to return if the key is not in the storage. + + The value stored in the preference file. + Returns the value corresponding to key in the preference file if it exists. - - + Name of key to read integer from. + Integer value to return if the key is not in the storage. + + The value stored in the preference file. + @@ -10529,9 +11071,12 @@ This value is the number of screen pixels per point of interface space. For inst - Returns true if key exists in the preferences. + Returns true if key exists in the preferences file. - + Name of key to check for. + + The existence or not of the key. + @@ -10542,17 +11087,17 @@ This value is the number of screen pixels per point of interface space. For inst - Sets the value of the preference identified by key. + Sets the float value of the preference identified by key. - - + Name of key to write float into. + Float value to write into the storage. Sets the value of the preference identified by key as an integer. - - + Name of key to write integer to. + Value of the integer to write into the storage. @@ -10561,24 +11106,44 @@ This value is the number of screen pixels per point of interface space. For inst - + - Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. + The editor selected render mode for Scene View selection. - + - The skin used for game views. + The Renderer has no selection highlight or wireframe in the Editor. - + - The skin used for inspectors. + The Renderer has selection highlight but no wireframe in the Editor. - + - The skin used for scene views. + The Renderer has wireframe but not selection highlight in the Editor. + + + + + Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. + + + + + The skin used for game views. + + + + + The skin used for inspectors. + + + + + The skin used for scene views. @@ -10831,6 +11396,11 @@ This value is the number of screen pixels per point of interface space. For inst Android platform options. + + + Set which build system to use for building the Android package. + + Is build script only enabled. @@ -10868,7 +11438,7 @@ This value is the number of screen pixels per point of interface space. For inst - Export Android Project for use wih Android Studio or Eclipse. + Export Android Project for use with Android StudioGradle or EclipseADT. @@ -10886,6 +11456,11 @@ This value is the number of screen pixels per point of interface space. For inst Place the built player in the build folder. + + + Scheme with which the project will be run in Xcode. + + Create a .cia "download image" for deploying to test kits (3DS). @@ -10901,6 +11476,11 @@ This value is the number of screen pixels per point of interface space. For inst PS4 Build Subtarget. + + + Specifies which version of PS4 hardware to target. + + PSM Build Subtarget. @@ -10911,11 +11491,6 @@ This value is the number of screen pixels per point of interface space. For inst PS Vita Build subtarget. - - - SCE Build subtarget. - - The currently selected build target group. @@ -10986,6 +11561,11 @@ This value is the number of screen pixels per point of interface space. For inst Target Windows SDK. + + + Sets and gets target device type for the application to run on when building to Windows Store platform. + + Xbox Build subtarget. @@ -11007,11 +11587,6 @@ MYCOMPUTER\SHAREDFOLDER\. Windows account username associated with PC share folder. - - - Selected Xbox Run Method. - - Get the current location for the build. @@ -11288,9 +11863,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. + + + Set the Scene View selected display mode for this Renderer. + + + + - Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected. + Set whether the Renderer's wireframe will be hidden when the renderer's GameObject is selected. @@ -12237,7 +12819,7 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. - Custom 3D GUI controls and drawing in the scene view. + Custom 3D GUI controls and drawing in the Scene view. @@ -12247,7 +12829,7 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. - Colors of the handles. + Look up or set the Color of the handles. @@ -12272,7 +12854,7 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. - Soft color to use for for general things. + Soft color to use for for less interactive UI, or handles that are used rarely (or not at all). @@ -12282,7 +12864,7 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. - Color to use for handles that manipulates the X coordinate of something. + Color to use for handles that manipulate the X coordinate of something. @@ -12304,6 +12886,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. The rotation of the handle. The size of the handle in world-space units. + + + Draw an arrow like those used by the move tool. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Begin a 2D GUI block inside the 3D handle GUI. @@ -12318,7 +12910,7 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. - Make a 3D Button. + Make a 3D button. The world-space position to draw the button. The rotation of the button. @@ -12329,6 +12921,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. True when the user clicks the button. + + + The function to use for drawing the handle e.g. Handles.RectangleCap. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Draw a camera-facing Circle. Pass this into handle functions. @@ -12338,6 +12940,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. The rotation of the handle. The size of the handle in world-space units. + + + Draw a circle handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Clears the camera. @@ -12354,6 +12966,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. The rotation of the handle. The size of the handle in world-space units. + + + Draw a cone handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Draw a cube. Pass this into handle functions. @@ -12363,6 +12985,16 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. The rotation of the handle. The size of the handle in world-space units. + + + Draw a cube handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Draw a Cylinder. Pass this into handle functions. @@ -12372,15 +13004,24 @@ More information - https:msdn.microsoft.comen-uslibrary/dn584397(v=vs.110).aspx. The rotation of the handle. The size of the handle in world-space units. + + + Draw a cylinder handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + - Make a 3D disc that can be dragged with the mouse. -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a 3D disc that can be dragged with the mouse. The rotation of the disc. The center of the disc. The axis to rotate around. - The size of the disc in world space See Also:HandleUtility.GetHandleSize. + The size of the disc in world space. If true, only the front-facing half of the circle is draw / draggable. This is useful when you have many overlapping rotation axes (like in the default rotate tool) to avoid clutter. The grid size to snap to. @@ -12396,6 +13037,16 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The rotation of the handle. The size of the handle in world-space units. + + + Draw a dot handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Draw anti-aliased convex polygon specified with point array. @@ -12407,7 +13058,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. - The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The width of the line. List of points to build the line from. @@ -12416,7 +13067,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. - The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The width of the line. List of points to build the line from. @@ -12425,7 +13076,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. - The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The width of the line. List of points to build the line from. @@ -12434,7 +13085,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. - The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The width of the line. List of points to build the line from. @@ -12443,18 +13094,18 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw anti-aliased line specified with point array and width. The AA texture used for rendering. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. - The width of the line. Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The width of the line. List of points to build the line from. - Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture. + Draw textured bezier line through start and end points with the given tangents. The start point of the bezier line. The end point of the bezier line. - The second control point of the bezier line. - The third control point of the bezier line. + The start tangent of the bezier line. + The end tangent of the bezier line. The color to use for the bezier line. The texture to use for drawing the bezier line. The width of the bezier line. @@ -12542,6 +13193,16 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre + + + Draw a camera facing selection frame. + + + + + + + Draw a circular sector (pie piece) in 3D space. @@ -12550,9 +13211,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The normal of the circle. The direction of the point on the circumference, relative to the center, where the sector begins. The angle of the sector, in degrees. - The radius of the circle - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The radius of the circle. @@ -12560,9 +13219,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The center of the dics. The normal of the disc. - The radius of the dics - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The radius of the disc. @@ -12580,16 +13237,14 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The normal of the circle. The direction of the point on the circle circumference, relative to the center, where the arc begins. The angle of the arc, in degrees. - The radius of the circle - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The radius of the circle. Draw a wireframe box with center and size. - - + Position of the cube. + Size of the cube. @@ -12597,9 +13252,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The center of the dics. The normal of the disc. - The radius of the dics - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The radius of the disc. @@ -12611,11 +13264,9 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Make an unconstrained movement handle. The position of the handle. - The rotation of the handle. this defines the space along. + The rotation of the handle. The size of the handle. - The function to use for drawing the handle, eg, Handles.RectangleCap - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The function to use for drawing the handle (e.g. Handles.RectangleCap). The grid size to snap movement to. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. @@ -12627,17 +13278,18 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Orientation of the handle. Center of the handle in 3D space. - The size of the handle. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The size of the handle. The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. - Get the width and height of the main game view. + Get the width and height of the main Game view. + + The size of the Game view. + @@ -12647,9 +13299,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The style to use. If left out, the label style from the current GUISkin is used. @@ -12659,9 +13309,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The style to use. If left out, the label style from the current GUISkin is used. @@ -12671,9 +13319,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The style to use. If left out, the label style from the current GUISkin is used. @@ -12683,9 +13329,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The style to use. If left out, the label style from the current GUISkin is used. @@ -12695,19 +13339,20 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Text to display on the label. Texture to display on the label. Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The style to use. If left out, the label style from the current GUISkin is used. Retuns an array of points to representing the bezier curve. See Handles.DrawBezier. - - - - + The location where the Bezier starts. + The location where the Bezier ends + The direction the Bezier will start in. + The direction the Bezier will end in. + + The array of the Bezier points. + @@ -12716,9 +13361,8 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Center of the handle in 3D space. Orientation of the handle in 3D space. - The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new value modified by the user's interaction with the handle. If the + user has not moved the handle, it returns the same value that you passed into the function. @@ -12730,9 +13374,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Radius to modify. Whether to omit the circular outline of the radius and only draw the point handles. - The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. @@ -12744,11 +13386,19 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Radius to modify. Whether to omit the circular outline of the radius and only draw the point handles. - The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + + + Draw a rectangle handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + Make a Scene view rotation handle. @@ -12756,14 +13406,13 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Orientation of the handle. Center of the handle in 3D space. - The new rotation value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. + The new rotation value modified by the user's interaction with the handle. + If the user has not moved the handle, it returns the same value that you passed into the function. - Make a Scene view scale handle. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a Scene view scale handle. Scale to modify. The position of the handle. @@ -12775,9 +13424,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre - Make a directional scale slider. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a directional scale slider. The value the user can modify. The position of the handle. @@ -12791,15 +13438,13 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre - Make a single-float draggable handle. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a single-float draggable handle. The value the user can modify. The position of the handle. The rotation of the handle. The size of the handle. - The function to use for drawing the handle e.g. Handles.RectangleCap. + The function to use for drawing the handle (e.g. Handles.RectangleCap). The new value after the user has modified it. The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. @@ -12809,51 +13454,49 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw a camera facing selection frame. - - - - + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + The size of the handle in world-space units. Set the current camera so all Handles and Gizmos are draw with its settings. - + The camera to draw. + The 2D size of the camera. Set the current camera so all Handles and Gizmos are draw with its settings. - + The camera to draw. + The 2D size of the camera. - Make a 3D slider. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a 3D slider. The position of the current point. The direction of the sliding. 3D size the size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. - The snap value (see Handles.SnapValue). + The snap value (see SnapValue). The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. - Make a 3D slider. - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + Make a 3D slider. The position of the current point. The direction of the sliding. 3D size the size of the handle. The function to call for doing the actual drawing - by default, it's Handles.ArrowCap, but any function that has the same signature can be used. - The snap value (see Handles.SnapValue). + The snap value (see SnapValue). The new value modified by the user's interaction with the handle. If the user has not moved the handle, it will return the same value as you passed into the function. @@ -12873,9 +13516,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12893,9 +13534,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12913,9 +13552,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12933,9 +13570,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12953,9 +13588,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12973,9 +13606,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -12993,9 +13624,7 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. @@ -13013,17 +13642,15 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre (float or Vector2) set the snap increment (Pass a Vector2 to use separate snap increments in each dimension). (default: false) render a rectangle around the handle when dragging. - The new handle position - -Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles. + The new handle position. Rounds the value val to the closest multiple of snap (snap can only be positive). - - + The argument to be modified and its value returned. + The destination amount. The rounded value, if snap is positive, and val otherwise. @@ -13032,10 +13659,20 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Draw a Sphere. Pass this into handle functions. - - - - + The control ID for the handle. + The 3D location for the sphere. + The rotation of the sphere around the object connected to. + The size of the sphere. + + + + Draw a sphere handle. Pass this into handle functions. + + The control ID for the handle. + The world-space position of the handle's start point. + The rotation of the handle. + Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events. + The size of the handle in world-space units. @@ -13458,6 +14095,96 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Allow an editor class method to be initialized when Unity loads without action from the user. + + + Application behavior when entering background. + + + + + Custom background behavior, see iOSBackgroundMode for specific background modes. + + + + + Application should exit when entering background. + + + + + Application should suspend execution when entering background. + + + + + Background modes supported by the application corresponding to project settings in Xcode. + + + + + Audio, AirPlay and Picture in Picture. + + + + + Uses Bluetooth LE accessories. + + + + + Acts as a Bluetooth LE accessory. + + + + + External accessory communication. + + + + + Background fetch. + + + + + Location updates. + + + + + Newsstand downloads. + + + + + No background modes supported. + + + + + Remote notifications. + + + + + Voice over IP. + + + + + Build configurations for the generated Xcode project. + + + + + Build configuration set to Debug for the generated Xcode project. + + + + + Build configuration set to Release for the generated Xcode project with optimization enabled. + + A device requirement description used for configuration of App Slicing. @@ -13663,19 +14390,19 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre Texel separation between shapes. - + - Determines how Unity will compress baked reflection cubemap. + Lightmap resolution in texels per world unit. Defines the resolution of Realtime GI if enabled. If Baked GI is enabled, this defines the resolution used for indirect lighting. Higher resolution may take a long time to bake. - + - Lightmap resolution in texels per world unit. Higher resolution may take a long time to bake. + Determines how Unity will compress baked reflection cubemap. - Whether to use DXT1 compression on the generated lightmaps. + Whether to use texture compression on the generated lightmaps. @@ -13713,11 +14440,6 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The number of rays used for lights with an area. Allows for accurate soft shadowing. - - - Whether pairs of edges should be stitched together. - - The amount of data used for realtime GI texels. Specifies how detailed view of the scene a texel has. Small values mean more averaged out lighting. @@ -13743,6 +14465,11 @@ Note: Use HandleUtility.GetHandleSize where you might want to have constant scre The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution. + + + Whether pairs of edges should be stitched together. + + System tag is an integer identifier. It lets you force an object into a different Enlighten system even though all the other parameters are the same. @@ -14246,6 +14973,18 @@ See Also: MaterialLightmapFlags. Undo Label. + + + Display UI for editing material's render queue setting. + + + + + + Display UI for editing material's render queue setting. + + + Does this edit require to be repainted constantly in its current state? @@ -14982,26 +15721,35 @@ See Also: MaterialLightmapFlags. The MenuItem attribute allows you to add menu items to the main menu and inspector context menus. - + Creates a menu item and invokes the static function following it, when the menu item is selected. - - - + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. Creates a menu item and invokes the static function following it, when the menu item is selected. - - + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. - + Creates a menu item and invokes the static function following it, when the menu item is selected. - + The itemName is the menu item represented like a pathname. + For example the menu item could be "GameObject/Do Something". + If isValidateFunction is true, this is a validation + function and will be called before invoking the menu function with the same itemName. + The order by which the menu items are displayed. @@ -15146,7 +15894,7 @@ See Also: MaterialLightmapFlags. - Animation clips to split animation into. + Animation clips to split animation into. See Also: ModelImporterClipAnimation. @@ -15216,12 +15964,12 @@ See Also: MaterialLightmapFlags. - Use normals vectors from file. + Vertex normal import options. - Use tangent vectors from file. + Vertex tangent import options. @@ -15357,6 +16105,12 @@ Notes: Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. + + + Creates a mask that matches the model hierarchy, and applies it to the provided ModelImporterClipAnimation. + + Clip to which the mask will be applied. + Animation compression options for ModelImporter. @@ -15543,6 +16297,18 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource The wrap mode of the animation. + + + Copy the mask settings from an AvatarMask to the clip configuration. + + AvatarMask from which the mask settings will be imported. + + + + Copy the current masking settings from the clip to an AvatarMask. + + AvatarMask to which the masking values will be saved. + Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. @@ -15690,57 +16456,57 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource - This is legacy! + Vertex normal generation options for ModelImporter. - This is Legacy. + Calculate vertex normals. - This is legacy! + Import vertex normals from model file (default). - This is legacy! + Do not import vertex normals. - This is legacy. + Vertex tangent generation options for ModelImporter. - This is legacy. + Calculate tangents with legacy algorithm. - This is legacy. + Calculate tangents with legacy algorithm, with splits across UV charts. - This is legacy. + Calculate tangents using MikkTSpace (default). - This is legacy. + Import vertex tangents from model file. - This is legacy. + Do not import vertex tangents. - Animation generation options for ModelImporter. + Tangent space generation options for ModelImporter. @@ -15905,42 +16671,6 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Quality setting to use when importing the movie. This is a float value from 0 to 1. - - - Navigation mesh builder interface. - - - - - Returns true if an asynchronous build is still running. - - - - - Build the Navmesh. - - - - - Build the Navmesh Asyncronously. - - - - - Builds the combined navmesh for the contents of multiple scenes. - - Array of paths to scenes that are used for building the navmesh. - - - - Cancel Navmesh construction. - - - - - Clear all Navmeshes. - - Helper class for constructing displayable names for objects. @@ -15964,6 +16694,18 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource + + + Make a unique name using the provided name as a base. + +If the target name is in the provided list of existing names, a unique name is generated by appending the next available numerical increment. + + A list of pre-existing names. + Desired name to be used as is, or as a base. + + A name not found in the list of pre-existing names. + + Make a displayable name for a variable. @@ -16169,6 +16911,11 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource The name of your company. + + + Default cursor's click position in pixels from the top left corner of the cursor image. + + Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). @@ -16179,6 +16926,11 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). + + + The default cursor for your application. + + Default screen orientation for mobiles. @@ -16271,7 +17023,12 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource - Define how to handle fullscreen mode in Mac OS X standalones. + Define how to handle fullscreen mode in macOS standalones. + + + + + Mute or allow audio from other applications to play in the background while the Unity application is running. @@ -16324,6 +17081,11 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Should status bar be hidden. Shared between iOS & Android platforms. + + + Active stereo rendering path + + Should player render in stereoscopic 3d on supported hardware? @@ -16665,21 +17427,56 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Should insecure HTTP downloads be allowed? + + + Application behavior when entering background. + + + + + Set this property with your Apple Developer Team ID. You can find this on the Apple Developer website under <a href="https:developer.apple.comaccount#membership"> Account > Membership </a> . This sets the Team ID for the generated Xcode project, allowing developers to use the Build and Run functionality. An Apple Developer Team ID must be set here for automatic signing of your app. + + iOS application display name. + + + Supported background execution modes (when appInBackgroundBehavior is set to iOSAppInBackgroundBehavior.Custom). + + The build number of the bundle. + + + Describes the reason for access to the user's camera. + + Application should exit when suspended to background. + + + Should hard shadows be enforced when running on (mobile) Metal. + + + + + Describes the reason for access to the user's location data. + + + + + Describes the reason for access to the user's microphone. + + Determines iPod playing behavior. @@ -16730,6 +17527,11 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Deployment minimal version of iOS. + + + Deployment minimal version of iOS. + + Indicates whether application will use On Demand Resources (ODR) API. @@ -16740,109 +17542,194 @@ To force a reload of the mask, simply set ModelImporterClipAnimation.maskSource Is multi-threaded rendering enabled? - + + + Nintendo 3DS player settings. + + + + + The unique ID of the application, issued by Nintendo. (0x00300 -> 0xf7fff) + + + + + Specify true to enable static memory compression or false to disable it. + + + + + Disable depth/stencil buffers, to free up memory. + + + + + Disable sterescopic (3D) view on the upper screen. + + + + + Enable shared L/R command list, for increased performance with stereoscopic rendering. + + + - PS3 specific player settings. + Enable vsync. - + - backgroundPath + Specify the expanded save data number using 20 bits. - + - bootCheckMaxSaveGameSizeKB + Application Logo Style. - + - dlcConfigPath + Distribution media size. - + - npAgeRating + Specifies the product code, or the add-on content code. - + - npCommunicationPassphrase + Specifies the title region settings. - + - npTrophyCommId + Specify the stack size of the main thread, in bytes. - + - npTrophyCommSig + The 3DS target platform. - + - npTrophyPackagePath + The title of the application. - + - Texture to use for PS3 Splash Screen on boot. + Specify true when using expanded save data. - + - saveGameSlots + Nintendo 3DS logo style specification. - + - soundPath + For Chinese region titles. - + - thumbnailPath + For titles for which Nintendo purchased the publishing license from the software manufacturer, etc. - + - titleConfigPath + For all other titles. - + - TrialMode. + For Nintendo first-party titles. - + - Amount of video memory (in MB) to use as audio storage. + Nintendo 3DS distribution media size. - + - The amount of video memory (in MB) that is set aside for vertex data allocations. Allocations which do not fit into the area are allocated from system memory. + 128MB - + - DisableDolbyEncoding + 1GB - + - EnableMoveSupport + 256MB - + - Toggle for verbose memory statistics. + 2GB - + - UseSPUForUmbra + 512MB + + + + + Nintendo 3DS Title region. + + + + + For all regions. + + + + + For the American region. + + + + + For the Chinese region. + + + + + For the European region. + + + + + For the Japanese region. + + + + + For the Korean region. + + + + + For the Taiwanese region. + + + + + Nintendo 3DS target platform. + + + + + Target the New Nintendo 3DS platform. + + + + + Target the Nintendo 3DS platform. @@ -17377,712 +18264,631 @@ Note: calling this function will implicitly call Application.SetStackTraceLogTyp Platform to set the flag for. Should best available graphics API be used? - + - Tizen specific player settings. + Interface to splash screen player settings. - + - Description of your project to be displayed in the Tizen Store. + The target zoom (from 0 to 1) for the background when it reaches the end of the SplashScreen animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. - + - URL of your project to be displayed in the Tizen Store. + The target zoom (from 0 to 1) for the logo when it reaches the end of the logo animation's total duration. Only used when animationMode is PlayerSettings.SplashScreen.AnimationMode.Custom|AnimationMode.Custom. - + - Name of the security profile to code sign Tizen applications with. + The type of animation applied during the splash screen. - + - Tizen application capabilities. + The background Sprite that is shown in landscape mode. Also shown in portrait mode if backgroundPortrait is null. - + - + The background color shown if no background Sprite is assigned. Default is a dark blue RGB(34.44,54). - + - + The background Sprite that is shown in portrait mode. - + - + Determines how the Unity logo should be drawn, if it is enabled. If no Unity logo exists in [logos] then the draw mode defaults to PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow|DrawMode.UnityLogoBelow. - + - + The collection of logos that is shown during the splash screen. Logos are drawn in ascending order, starting from index 0, followed by 1, etc etc. - + - + In order to increase contrast between the background and the logos, an overlay color modifier is applied. The overlay opacity is the strength of this effect. Note: Reducing the value below 0.5 requires a Plus/Pro license. - + - + Set this to true to display the Splash Screen be shown when the application is launched. Set it to false to disable the Splash Screen. Note: Disabling the Splash Screen requires a Plus/Pro license. - + - + Set this to true to show the Unity logo during the Splash Screen. Set it to false to disable the Unity logo. Note: Disabling the Unity logo requires a Plus/Pro license. - + - + The style to use for the Unity logo during the Splash Screen. - + - + The type of animation applied during the Splash Screen. - + - + Animates the Splash Screen using custom values from PlayerSettings.SplashScreen.animationBackgroundZoom and PlayerSettings.SplashScreen.animationLogoZoom. - + - + Animates the Splash Screen with a simulated dolly effect. - + - + No animation is applied to the Splash Screen logo or background. - + - + Determines how the Unity logo should be drawn, if it is enabled. - + - + The Unity logo is shown sequentially providing it exists in the PlayerSettings.SplashScreen.logos collection. - + - + The Unity logo is drawn in the lower portion of the screen for the duration of the Splash Screen, while the PlayerSettings.SplashScreen.logos are shown in the centre. - + - + The style to use for the Unity logo during the Splash Screen. - + - + A dark Unity logo with a light background. - + - + A white Unity logo with a dark background. - + - + A single logo that is shown during the Splash Screen. Controls the Sprite that is displayed and its duration. - + - + The total time in seconds for which the logo is shown. The minimum duration is 2 seconds. - + - + The Sprite that is shown during this logo. If this is null, then no logo will be displayed for the duration. - + - + The Unity logo Sprite. - + - + Creates a new Splash Screen logo with the provided duration and logo Sprite. + The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. + The logo Sprite to display. + + The new logo. + - + - + Creates a new Splash Screen logo with the provided duration and the unity logo. + The total time in seconds that the logo will be shown. Note minimum time is 2 seconds. + + The new logo. + - + - + Tizen specific player settings. - + - + Currently chosen Tizen deployment target. - + - + Choose a type of Tizen target to deploy to. Options are Device or Emulator. - + - + Minimum Tizen OS version that this application is compatible with. + IMPORTANT: For example: if you choose Tizen 2.4 your application will only run on devices with Tizen 2.4 or later. - + - + Description of your project to be displayed in the Tizen Store. - + - + URL of your project to be displayed in the Tizen Store. - + - + Sets or gets the game loading indicator style.For available styles see TizenShowActivityIndicatorOnLoading. - + - + Name of the security profile to code sign Tizen applications with. - + - + Tizen application capabilities. - + - + - + - + - + - + - + - + - + - + - + - + - - - tvOS specific player settings. - - - - - Active tvOS SDK version used for build. - - - - - Deployment minimal version of tvOS. - - - - - Wii U specific player settings. - - - - - Account's size in kiB for BOSS. - - - - - Account's size in kiB for SAVE. - - - - - Unique IDs of Add-ons. - - - - - Allow screen capture during gameplay. - - - - - Common account's size in kiB for BOSS. - - - - - Common account's size in kiB for SAVE. - - - - - Max number of supported Wii controllers. - - - - - GamePad's MSAA quality. - - - + - Image displayed on GamePad during startup. + - + - Group ID. + - + - Join-in game ID (game server ID) provided by Nintendo. + - + - Join-in game mode mask. + - + - Stack size for the loader thread in kilobytes. + - + - Stack size for the main thread in kilobytes. + - + - OLV access key provided by Nintendo. + - + - Path to CPU profiler library that should be passed to linker. + - + - Is Balance Board is supported? + - + - Is Classic Controller supported? + - + - Is Motion Plus extension controller supported? + - + - Is Nunchuk extension supported? + - + - Is Pro Controller supported? + - + - System heap size in kilobytes. + - + - TIN (Title Identification Number) provided by Nintendo. + - + - Title ID. + - + - TV resolution. + - + - Image displayed on TV during startup. + - + - Windows Store Apps specific player settings. + - + - Specify how to compile C# files when building to Windows Store Apps. + - + - Enable/Disable independent input source feature. + - + - Enable/Disable low latency presentation API. + - + - Windows Store Apps declarations. + - + - Set information for file type associations. - -For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:msdn.microsoft.comlibrarywindowsappshh779671. + - + - - Registers this application to be a default handler for specified URI scheme name. - - For example: if you specify myunitygame, your application can be run from other applications via the URI scheme myunitygame:. You can also test this using the Windows "Run" dialog box (invoked with Windows + R key). - - For more information https:msdn.microsoft.comlibrarywindowsappshh779670https:msdn.microsoft.comlibrarywindowsappshh779670. + - + - Get path for image, that will be populated to the Visual Studio solution and the package manifest. + - - - + - Set path for image, that will be populated to the Visual Studio solution and the package manifest. + - - - - + - Compilation overrides for C# files. + - + - C# files are compiled using Mono compiler. + - + - C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages. + - + - C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages. + - + - Describes File Type Association declaration. + - + - Localizable string that will be displayed to the user as associated file handler. + - + - Supported file types for this association. + tvOS specific player settings. - + - Various image scales, supported by Windows Store Apps. + Application requires extended game controller. - + - Image types, supported by Windows Store Apps. + Active tvOS SDK version used for build. - + - Describes supported file type for File Type Association declaration. + Deployment minimal version of tvOS. - + - The 'Content Type' value for the file type's MIME content type. For example: 'image/jpeg'. Can also be left blank. + Deployment minimal version of tvOS. - + - File type extension. For ex., .myUnityGame + WebGL specific player settings. - + - Xbox One Specific Player Settings. + CompressionFormat defines the compression type that the WebGL resources are encoded to. - + - This option controls the mono trace log in XboxOne builds. This is a very verbose and expensive tool that can be used to help with debugging a potential mono issue. + Enables automatic caching of asset data. - + - Add a ProductId to the list of products that can load the content package created from your project. This setting is only available for content packages. + Enables writting out of debug symbols to the build output directory in a *.debugSymbols.js file. - - - Returns false if the product Id was already in the allowed list. - - + - Get the list of projects that can load this content package. This setting is only available for content packages. + Exception support for WebGL builds. - + - Xbox One optional parameter that lets you use a specified Manifest file rather than generated for you. + Memory size for WebGL builds in MB. - + - Xbox One Content ID to be used in constructing game package. + Path to the WebGL template asset. - + - A friendly description that can be displayed to users. + Windows Store Apps specific player settings. - + - Disabling the kinect frees up additional GPU resources for use. + Specify how to compile C# files when building to Windows Store Apps. - + - Enable sampling profiler in development builds to provide better profile markers for PIX, including Start and Update markers for script behaviors. + Enable/Disable independent input source feature. - + - Turns on notifications that you are gaining/losing GPU resources. + Enable/Disable low latency presentation API. - + - (optional override) Location of Xbox One Game OS image file to link into ERA package being created. + Where Unity gets input from. - + - Returns a bool indicating if the given capability is enabled or not. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. + Windows Store Apps declarations. - - + - Get the rating value that is specified in the appxmanifest.xml file for the given ratings board. + Set information for file type associations. + +For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:msdn.microsoft.comlibrarywindowsappshh779671. - The name of the ratings board that you want the rating value for. - - The current rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. - - + - Get the values for the socket description with the given name. + + Registers this application to be a default handler for specified URI scheme name. + + For example: if you specify myunitygame, your application can be run from other applications via the URI scheme myunitygame:. You can also test this using the Windows "Run" dialog box (invoked with Windows + R key). + + For more information https:msdn.microsoft.comlibrarywindowsappshh779670https:msdn.microsoft.comlibrarywindowsappshh779670. - The name of the socket description. - The port or port range the socket can use. - The protocol the socket uses. - The allowed usage flags for this socket description. - The name of the device association template. - Mutiplayer requirement setting for the device association template. - The allowed usage flags for the device association template. - + - Indicates if the game is a standalone game or a content package to an existing game. + Get path for image, that will be populated to the Visual Studio solution and the package manifest. + + - + - The update granularity the package will be built with. + Set path for image, that will be populated to the Visual Studio solution and the package manifest. + + + - + - Xbox One optional parameter that causes the makepkg process to encrypt the package for performance testing or with final retail encryption. + Compilation overrides for C# files. - + - Xbox One optional parameter that causes the makepkg process to use your specified layout file rather than generating one for you. Required if working with asset bundles. + C# files are compiled using Mono compiler. - + - Sets the size of the persistent local storage. + C# files are compiled using Microsoft compiler and .NET Core, you can use Windows Runtime API, but classes implemented in C# files aren't accessible from JS or Boo languages. - + - Xbox One Product ID to use when building a streaming install package. + C# files not located in Plugins, Standard Assets, Pro Standard Assets folders are compiled using Microsoft compiler and .NET Core, all other C# files are compiled using Mono compiler. The advantage is that classes implemented in C# are accessible from JS and Boo languages. - + - Remove a ProductId from the list of products that can load the content package created from your project. This setting is only available for content packages. + Describes File Type Association declaration. - - + - Remove the socket description with the given name. + Localizable string that will be displayed to the user as associated file handler. - - + - Xbox One makepkg option. Specifies the Sandbox ID to be used when building a streaming install package. + Supported file types for this association. - + - The service configuration ID for your title. + Various image scales, supported by Windows Store Apps. - + - Mark a specific capability as enabled or enabled in the appxmanifest.xml file. Please see the XDK whitepaper titled "Xbox One Submission Validator" for valid capability names. + Image types, supported by Windows Store Apps. - The name of the capability to set. - Whether or not to enable the capability. - + - Set the rating value that is specified in the appxmanifest.xml file. + Where Unity takes input from (subscripbes to events). - The name of the ratings board that you are setting the rating value for. - The new rating level. The meaning of the value depends on the name of the ratings board. The value corresponds to the entries the rating board's drop down menu, top most entry being 0 and each item lower in the list being 1 higher than the previous. - + - Set the values for the socket description with the given name. + Subscribe to CoreWindow events. - The name of the socket description. - The port or port range the socket can use. - The protocol the socket uses. - The allowed usage flags for this socket description. - The name of the device association template. - Mutiplayer requirement setting for the device association template. - The allowed usage flags for the device association template. - + - Get the names of the socket descriptions for the project. + Create Independent Input Source and receive input from it. - + - The TitleID uniquely identifying your title to Xbox Live services. + Subscribe to SwapChainPanel events. - + - Update the value at the given index in the list of products that can load this content package. You can use the PlayerSettings.XboxOne.AllowedProductIds property to get the existing productIds and determine their indexes. + Describes supported file type for File Type Association declaration. - - - + - Xbox One makepkg.exe option. Specifies the update key required when building game updates. + The 'Content Type' value for the file type's MIME content type. For example: 'image/jpeg'. Can also be left blank. - + - Xbox One Version Identifier used in the Application Manifest. + File type extension. For ex., .myUnityGame @@ -18095,6 +18901,11 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Is plugin native or managed? Note: C++ libraries with CLR support are treated as native plugins, because Unity cannot load such libraries. You can still access them via P/Invoke. + + + Clear all plugin settings and set the compatability with Any Platform to true. + + Constructor. @@ -18135,6 +18946,25 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Key value for data. + + + Is Editor excluded when Any Platform is set to true. + + + + + Is platform excluded when Any Platform set to true. + + Target platform. + + + + + Is platform excluded when Any Platform set to true. + + Target platform. + + Returns all plugin importers for specfied platform. @@ -18149,6 +18979,11 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Target platform. Name of the target platform. + + + Identifies whether or not this plugin will be overridden if a plugin of the same name is placed in your project folder. + + Get platform specific data. @@ -18200,6 +19035,28 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Key value for data. Data. + + + Exclude Editor from compatible platforms when Any Platform is set to true. + + + + + + Exclude platform from compatible platforms when Any Platform is set to true. + + Target platform. + + + + + + Exclude platform from compatible platforms when Any Platform is set to true. + + Target platform. + + + Set platform specific data. @@ -18218,6 +19075,11 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Data. + + + Identifies whether or not this plugin should be included in the current build target. + + Class used to display popup windows that inherit from PopupWindowContent. @@ -18593,6 +19455,16 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m For general development, creates a build stored on the host PC which the Vita reads from. + + + Editor API for the Unity Services editor feature. Normally Purchasing is enabled from the Services window, but if writing your own editor extension, this API can be used. + + + + + This Boolean field will cause the Purchasing feature in Unity to be enabled if true, or disabled if false. + + Options for removing assets @@ -18620,6 +19492,13 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m + + + Will return TierSettings for given platform and shader hardware tier. + + + + Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. @@ -18628,6 +19507,14 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m + + + Allows you to set the PlatformShaderSettings for the specified platform and shader hardware tier. + + + + + Used to set up shader settings, per-platorm and per-shader-hardware-tier. @@ -18673,6 +19560,36 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Medium quality shader preset. + + + Used to set up per-platorm per-shader-hardware-tier graphics settings. + + + + + Allows you to specify whether cascaded shadow maps should be used. + + + + + Allows you to specify whether Reflection Probes Blending should be enabled. + + + + + Allows you to specify whether Reflection Probes Box Projection should be used. + + + + + The rendering path that should be used. + + + + + Allows you to select Standard Shader Quality. + + Flags for the PrefabUtility.ReplacePrefab function. @@ -18713,26 +19630,6 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Hide the resolution dialog on first launch. - - - Target PS3 or PS4 build type. - - - - - Build a package suited for BluRay Submission. - - - - - Build a package suited for DLC Submission. - - - - - Build package that it's hosted on the PC. - - SceneAsset is used to reference scene objects in the Editor. @@ -18745,123 +19642,144 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m - Scene management in the editor. + Scene management in the Editor. - The number of loaded scenes. + The number of loaded Scenes. - Preventing cross-scene references from the editor UI. + Controls whether cross-Scene references are allowed in the Editor. - Close the scene. If removeScene flag is true, the closed scene will also be removed from EditorSceneManager. + Close the Scene. If removeScene flag is true, the closed Scene is also removed from EditorSceneManager. - The scene to be closed/removed. - Bool flag to indicate if the scene should be removed after closing. + The Scene to be closed/removed. + Bool flag to indicate if the Scene should be removed after closing. - Returns true if the scene is closed/removed. + Returns true if the Scene is closed/removed. - Detects cross scene references in a Scene. + Checks for cross-Scene references in the specified Scene. - Scene to check for cross scene references. + Scene to check for cross-Scene references. - Was any cross scene references found. + Whether any cross-Scene references were found. Returns the current setup of the SceneManager. + + An array of SceneSetup classes - one item for each Scene. + - Mark all the loaded scenes as modified. + Mark all the loaded Scenes as modified. - Mark the scene as modified. + Mark the specified Scene as modified. - The scene to be marked as modified. + The Scene to be marked as modified. + + Whether the Scene was successfully marked as dirty. + - Allows you to reorder the scenes currently open in the Hierarchy window. Moves the source scene so it comes after the destination scene. + Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene. - - + The Scene to move. + The Scene which should come directly before the source Scene in the hierarchy. - Allows you to reorder the scenes currently open in the Hierarchy window. Moves the source scene so it comes before the destination scene. + Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene. - - + The Scene to move. + The Scene which should come directly after the source Scene in the hierarchy. - Create a new scene. + Create a new Scene. - Allows you to select whether or not the default set of Game Objects should be added to the new scene. See SceneManagement.NewSceneSetup for more information about the options. - Allows you to select how to open the new scene, and whether to keep existing scenes in the Hierarchy. See SceneManagement.NewSceneMode for more information about the options. + Whether the new Scene should use the default set of GameObjects. + Whether to keep existing Scenes open. + + A reference to the new Scene. + - Open a scene in the Editor. + Open a Scene in the Editor. - Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". - Allows you to select how to open the specified scene, and whether to keep existing scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. + The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity". + Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. + + A reference to the opened Scene. + Restore the setup of the SceneManager. - In this array, at least one scene should be loaded, and there must be one active scene. + In this array, at least one Scene should be loaded, and there must be one active Scene. - Ask the user if they want to save the the modified scene(s). + Asks you if you want to save the modified Scene or Scenes. + + This returns true if you chose to save the Scene or Scenes, and returns false if you pressed Cancel. + - Ask the user if they want to save any of the modfied input scenes. + Asks whether the modfied input Scenes should be saved. Scenes that should be saved if they are modified. + + Your choice of whether to save or not save the Scenes. + - Save all open scenes. + Save all open Scenes. - Returns true if all open scenes are successfully saved. + Returns true if all open Scenes are successfully saved. - Save a scene. + Save a Scene. - The scene to be saved. - The file path to save at. If not empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. - If set to true, the scene will be saved without changing the current scene and without clearing the unsaved changes marker. + The Scene to be saved. + The file path to save the Scene to. If the path is not empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown. + If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker. True if the save succeeded, otherwise false. - Save a list of scenes. + Save a list of Scenes. - List of scenes that should be saved. + List of Scenes that should be saved. + + True if the save succeeded. Otherwise false. + @@ -19191,6 +20109,11 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m Does the serialized object represents multiple objects due to multi-object editing? (Read Only) + + + Defines the maximum size beyond which arrays cannot be edited when multiple objects are selected. + + The inspected object (Read Only). @@ -20063,7 +20986,7 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m - Pivot point of the Sprite relative to its bounding rectangle. + The pivot point of the Sprite, relative to its bounding rectangle. @@ -20411,6 +21334,26 @@ For more information - https:msdn.microsoft.comlibrarywindowsappshh779671https:m If set to true, visualization of portals is enabled. + + + Enum used to specify what stereo rendering path to use. + + + + + The scene graph is traversed only once and there will be only one draw call issued for each render node. The main render target has to be an array render target. This is an optimization of the StereoRenderingPath.SinglePass mode. Special hardware support is required for this to run. + + + + + The scene graph is traversed twice, rendering one eye at a time. This is the slowest path and should only be used for reference. + + + + + The scene graph is traversed only once and two draw calls will be issued for each render node. The main render target has to be a double wide render target. This is considerable faster than MultiPass mode. + + Managed code stripping level. @@ -20662,6 +21605,21 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Texture importer lets you modify Texture2D import settings from editor scripts. + + + Allows alpha splitting on relevant platforms for this texture. + + + + + If the provided alpha channel is transparency, enable this to prefilter the color to avoid filtering artifacts. + + + + + Select how the alpha of the imported texture is generated. + + Anisotropic filtering level of the texture. @@ -20682,6 +21640,11 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Convert heightmap to normal map? + + + Use crunched compression when available. + + Fade out mip levels to gray color? @@ -20714,7 +21677,7 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. - Is texture data readable from scripts. + Set this to true if you want texture data to be readable from scripts. Set it to false to prevent scripts from reading texture data. @@ -20739,7 +21702,7 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. - Generate mip maps for the texture? + Generate Mip Maps. @@ -20812,11 +21775,26 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Array representing the sections of the atlas corresponding to individual sprite graphics. + + + Is texture storing color data? + + + + + Compression of imported texture. + + Format of imported texture. + + + Shape of imported texture. + + Which type of texture are we dealing with here. @@ -20851,22 +21829,64 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. True if the importer allows alpha split on the imported texture, False otherwise. + + + TODO. + + + + + + Get the default platform specific texture settings. + + + A TextureImporterPlatformSettings structure containing the default platform parameters. + + + + + Get platform specific texture settings. + + The platform for which settings are required (see options below). + Maximum texture width/height in pixels. + Format of the texture for the given platform. + Value from 0..100, equivalent to the standard JPEG quality setting. + Status of the ETC1 and alpha split flag. + + True if the platform override was found, false if no override was found. + + Get platform specific texture settings. The platform whose settings are required (see below). Maximum texture width/height in pixels. - Data format of the texture. + Format of the texture. Value from 0..100, equivalent to the standard JPEG quality setting. + + True if the platform override was found, false if no override was found. + Get platform specific texture settings. The platform whose settings are required (see below). - Maximum texture width/height in pixels. - Data format of the texture. + Maximum texture width/height in pixels. + Format of the texture. + + True if the platform override was found, false if no override was found. + + + + + Get platform specific texture settings. + + The platform whose settings are required (see below). + + A TextureImporterPlatformSettings structure containing the platform parameters. + @@ -20905,12 +21925,63 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Value from 0..100, with 0, 50 and 100 being respectively Fast, Normal, Best quality options in the texture importer UI. For Crunch texture formats, this roughly corresponds to JPEG quality levels. Allows splitting of imported texture into RGB+A so that ETC1 compression can be applied (Android only, and works only on textures that are a part of some atlas). + + + Set specific target platform settings. + + Structure containing the platform settings. + Set texture importers settings from TextureImporterSettings class. + + + Select how the alpha of the imported texture is generated. + + + + + Generate Alpha from image gray scale. + + + + + Use Alpha from the input texture if one is provided. + + + + + No Alpha will be used. + + + + + Select the kind of compression you want for your texture. + + + + + Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...). + + + + + Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...). + + + + + Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...). + + + + + Texture will not be compressed. + + Defines Cubemap convolution mode. @@ -20938,17 +22009,17 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. - Alpha 8 bit texture format. + TextureFormat.Alpha8 texture format. - RGBA 16 bit texture format. + TextureFormat.ARGB4444 texture format. - ARGB 32 bit texture format. + TextureFormat.ARGB32 texture format. @@ -21021,6 +22092,11 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. ATC (Android) 8 bits/pixel compressed RGBA texture format. + + + Choose texture format automatically based on the texture parameters. + + Choose a 16 bit format automatically. @@ -21031,34 +22107,64 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Choose a compressed format automatically. + + + Choose a compressed HDR format automatically. + + Choose a crunched format automatically. + + + Choose an HDR format automatically. + + Choose a Truecolor format automatically. + + + TextureFormat.BC4 compressed texture format. + + + + + TextureFormat.BC5 compressed texture format. + + + + + TextureFormat.BC6H compressed HDR texture format. + + + + + TextureFormat.BC7 compressed texture format. + + - DXT1 compresed texture format. + TextureFormat.DXT1 compressed texture format. - DXT1 compresed texture format with crunch compression for small storage sizes. + DXT1 compressed texture format with Crunch compression for small storage sizes. - DXT5 compresed texture format. + TextureFormat.DXT5 compressed texture format. - DXT5 compresed texture format with crunch compression for small storage sizes. + DXT5 compressed texture format with Crunch compression for small storage sizes. @@ -21103,42 +22209,47 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. - PowerVR (iPhone) 2 bits/pixel compressed color texture format. + PowerVR/iOS TextureFormat.PVRTC_RGB2 compressed texture format. - PowerVR (iPhone) 4 bits/pixel compressed color texture format. + PowerVR/iOS TextureFormat.PVRTC_RGB4 compressed texture format. - PowerVR (iPhone) 2 bits/pixel compressed with alpha channel texture format. + PowerVR/iOS TextureFormat.PVRTC_RGBA2 compressed texture format. - PowerVR (iPhone) 4 bits/pixel compressed with alpha channel texture format. + PowerVR/iOS TextureFormat.PVRTC_RGBA4 compressed texture format. - RGB 16 bit texture format. + TextureFormat.RGB565 texture format. - RGB 24 bit texture format. + TextureFormat.RGB24 texture format. - RGBA 16 bit (4444) texture format. + TextureFormat.RGBA4444 texture format. - RGBA 32 bit texture format. + TextureFormat.RGBA32 texture format. + + + + + TextureFormat.RGBAHalf floating point texture format. @@ -21226,6 +22337,57 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Scale to smaller power of two. + + + Stores platform specifics settings of a TextureImporter. + + + + + Allows Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + + + + + Quality of texture compression in the range [0..100]. + + + + + Use crunch compression when available. + + + + + Format of imported texture. + + + + + Maximum texture size. + + + + + Name of the build target. + + + + + Set to true in order to override the Default platform parameters by those provided in the TextureImporterPlatformSettings structure. + + + + + Compression of imported texture. + + + + + Copy parameters into another TextureImporterPlatformSettings object. + + TextureImporterPlatformSettings object to copy settings to. + RGBM encoding mode for HDR textures in TextureImporter. @@ -21256,9 +22418,29 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Stores settings of a TextureImporter. - + + + If the provided alpha channel is transparency, enable this to dilate the color to avoid filtering artifacts on the edges. + + + + + Select how the alpha of the imported texture is generated. + + + - Allow Alpha splitting on the imported texture when needed (for example ETC1 compression for textures with transparency). + Anisotropic filtering level of the texture. + + + + + Enable this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies. + + + + + Convert heightmap to normal map? @@ -21276,6 +22458,71 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Defines how many different Phong exponents to store in mip maps. Higher value will give better transition between glossy and rough reflections, but will need higher texture resolution. + + + Fade out mip levels to gray color? + + + + + Filtering mode of the texture. + + + + + Cubemap generation mode. + + + + + Generate alpha channel from intensity? + + + + + Amount of bumpyness in the heightmap. + + + + + Mip map bias of the texture. + + + + + Generate mip maps for the texture? + + + + + Mip level where texture is faded out to gray completely. + + + + + Mip level where texture begins to fade out to gray. + + + + + Mipmap filtering mode. + + + + + Normal map filtering mode. + + + + + Scaling mode for non power of two textures. + + + + + Is texture data readable from scripts. + + RGBM encoding mode for HDR textures in TextureImporter. @@ -21322,6 +22569,26 @@ Values match the ProceduralMaterial::ProceduralLoadingBehavior enum. Valid values are in the range [0-1], with higher values generating a tighter mesh. A default of -1 will allow Unity to determine the value automatically. + + + Is texture storing color data? + + + + + Shape of imported texture. + + + + + Which type of texture are we dealing with here. + + + + + Wrap mode (Repeat or Clamp) of the texture. + + Configure parameters to import a texture for a purpose of type, as described TextureImporterType|here. @@ -21342,29 +22609,29 @@ Valid values are in the range [0-1], with higher values generating a tighter mes - + - Select this to set basic parameters depending on the purpose of your texture. + Select the kind of shape of your texture. - + - Select this when you want to have specific parameters on your texture and you want to have total control over your texture. + Texture is 2D. - + - Select this to turn the color channels into a format suitable for real-time normal mapping. + Texture is a Cubemap. - + - This sets up your texture with the basic parameters used for the Cookies of your lights. + Select this to set basic parameters depending on the purpose of your texture. - + - This converts your texture into Cubemap suitable for Skyboxes, Environment Reflections or Image Based Lighting (IBL). + This sets up your texture with the basic parameters used for the Cookies of your lights. @@ -21372,6 +22639,11 @@ Valid values are in the range [0-1], with higher values generating a tighter mes Use this if your texture is going to be used as a cursor. + + + This is the most common setting used for all the textures in general. + + Use this if your texture is going to be used on any HUD/GUI Controls. @@ -21387,11 +22659,66 @@ Valid values are in the range [0-1], with higher values generating a tighter mes This sets up your texture with the parameters used by the lightmap. + + + Select this to turn the color channels into a format suitable for real-time normal mapping. + + + + + Use this for texture containing a single channel. + + Select this if you will be using your texture for Sprite graphics. + + + Tizen OS compatibility. + + + + + + + + + + + + + + + Enumerator list of different activity indicators your game can show when loading. + + + + + Sets your game to not show any indicator while loading. + + + + + The loading indicator size is large and rotates counterclockwise. + + + + + The loading indicator size is small and rotates counterclockwise. + + + + + The loading indicator size is large and rotates clockwise. + + + + + The loading indicator size is small and rotates clockwise. + + Which tool is active in the editor. @@ -23007,6 +24334,46 @@ It is required that the GameObject is at the root of its current scene. The zoom tool is selected. + + + An enum containing different compression types. + + + + + WebGL resources are stored using Brotli compression. + + + + + WebGL resources are uncompressed. + + + + + WebGL resources are stored using Gzip compression. + + + + + Options for Exception support in WebGL. + + + + + Enable throw support. + + + + + Enable exception support for all exceptions. + + + + + Disable exception support. + + Wii U Player debugging level. @@ -23095,6 +24462,31 @@ Optimization enabled, profiler code enabled. Specifies Windows SDK which used when building Windows Store Apps. + + + Target device type for a Windows Store application to run on. + + + + + The application targets all devices that run Windows Store applications. + + + + + The application targets HoloLens. + + + + + Application targets mobile devices. + + + + + Application targets PCs. + + Target Xbox build type. diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.dll b/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.dll index 472b623..fe579af 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.dll and b/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.xml b/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.xml index bef1722..14968dc 100644 --- a/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.xml +++ b/WoodenMan/Library/UnityAssemblies/UnityEngine.Networking.xml @@ -101,7 +101,7 @@ - This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. @@ -112,7 +112,7 @@ - This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. @@ -123,7 +123,7 @@ - This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. + This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. @@ -204,7 +204,7 @@ - This is an advanced spawning funciotn that registers a custom assetId with the UNET spawning system. + This is an advanced spawning function that registers a custom assetId with the UNET spawning system. Custom assetId string. A method to use as a custom spawnhandler on clients. @@ -212,7 +212,7 @@ - Remove the specified player ID from the game. + Removes the specified player ID from the game. The local playerControllerId number to be removed. @@ -1095,6 +1095,11 @@ Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready(). + + + The last error associated with this connection. + + The last time that a message was received on this connection. @@ -1585,7 +1590,7 @@ - The id of the player associated with this object. + The id of the player associated with this GameObject. @@ -2673,7 +2678,7 @@ All of the player objects in the game are disabled when the host is lost. Then, - The playerControllerId of the player object. + The playerControllerId of the player GameObject. @@ -2782,6 +2787,11 @@ All of the player objects in the game are disabled when the host is lost. Then, A buffer to construct the reader with, this buffer is NOT copied. + + + The current length of the buffer. + + The current position within the buffer. @@ -3973,7 +3983,7 @@ All of the player objects in the game are disabled when the host is lost. Then, - The playerControllerId of the player object. + The playerControllerId of the player GameObject. @@ -4033,7 +4043,7 @@ All of the player objects in the game are disabled when the host is lost. Then, - The player ID of the player object which should be removed. + The player ID of the player GameObject which should be removed. @@ -4813,7 +4823,7 @@ All of the player objects in the game are disabled when the host is lost. Then, - This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on the client when the event is called on the server. + This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the sserver. @@ -5049,7 +5059,7 @@ All of the player objects in the game are disabled when the host is lost. Then, - [SyncVar] is an attribute that can be put on member variables of UNeBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state. + [SyncVar] is an attribute that can be put on member variables of NetworkBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state. diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.dll b/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.dll index 88c29b0..57a8c5a 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.dll and b/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.xml b/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.xml index 32f9758..e1ff928 100644 --- a/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.xml +++ b/WoodenMan/Library/UnityAssemblies/UnityEngine.UI.xml @@ -60,11 +60,97 @@ + + + Interface to the Input system used by the BaseInputModule. With this it is possible to bypass the Input system with your own but still use the same InputModule. For example this can be used to feed fake input into the UI or interface with a different input system. + + + + + Interface to Input.compositionCursorPos. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.compositionString. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.imeCompositionMode. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.mousePosition. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.mousePresent. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.mouseScrollDelta. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.touchCount. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.touchSupported. Can be overridden to provide custom input instead of using the Input class. + + + + + Interface to Input.GetAxisRaw. Can be overridden to provide custom input instead of using the Input class. + + + + + + Interface to Input.GetButtonDown. Can be overridden to provide custom input instead of using the Input class. + + + + + + Interface to Input.GetMouseButton. Can be overridden to provide custom input instead of using the Input class. + + + + + + Interface to Input.GetMouseButtonDown. Can be overridden to provide custom input instead of using the Input class. + + + + + + Interface to Input.GetMouseButtonUp. Can be overridden to provide custom input instead of using the Input class. + + + + + + Interface to Input.GetTouch. Can be overridden to provide custom input instead of using the Input class. + + + A base module that raises events and sends them to GameObjects. + + + The current BaseInput being used by the input module. + + Called when the module is activated. Override this if you want custom code to execute when you activate your module. @@ -134,15 +220,20 @@ - Is the pointer over a GameObject that is controlled by the EventSystem. + Is the pointer with the given ID over an EventSystem object? - Pointer id. + Pointer ID. See MonoBehaviour.OnDisable. + + + See MonoBehaviour.OnEnable. + + Process the current tick for the module. @@ -255,15 +346,15 @@ - Is the pointer with the given id over an EventSystem object? + Is the pointer with the given ID over an EventSystem object? - Pointer (touch / mouse) id. + Pointer (touch / mouse) ID. - Is the pointer with the given id over an EventSystem object? + Is the pointer with the given ID over an EventSystem object? - Pointer (touch / mouse) id. + Pointer (touch / mouse) ID. @@ -1375,6 +1466,14 @@ The data pertaining to the current mouse state. + + + How should the touch press be processed. + + The data to be passed to the final object. + If the touch was pressed this frame. + If the touch was released this frame. + Calculate and send a move event to the current selected object. @@ -1668,7 +1767,7 @@ - UnityEvent to be fired when the buttons is pressed. + UnityEvent that is triggered when the button is pressed. @@ -2998,6 +3097,16 @@ If you have modified the list of options, you should call this method afterwards Abstract base class for HorizontalLayoutGroup and VerticalLayoutGroup. + + + Should the layout group control the heights of the children? + + + + + Should the layout group control the widths of the children? + + Whether to force the children to expand to fill additional available vertical space. @@ -3064,6 +3173,11 @@ Used if the native representation has been destroyed. Interface for elements that can be clipped if they are under an [[IClipper]. + + + GameObject of the IClippable. + + RectTransform of the clippable. @@ -3195,7 +3309,7 @@ Used if the native representation has been destroyed. - Cache of the default Cavas ETC1 + alpha material. + Cache of the default Canvas Ericsson Texture Compression 1 (ETC1) and alpha Material. @@ -3255,7 +3369,7 @@ Used if the native representation has been destroyed. - The material used by this Image. If a material is specified it is used, otherwise the default material is used. + The specified Material used by this Image. The default Material is used instead if one wasn't specified. @@ -3642,7 +3756,7 @@ Used if the native representation has been destroyed. - This is an optional ‘empty’ graphic to show that InputField text field is empty. Note that this ‘empty' graphic still displays even when the InputField is selected (that is; when there is focus on it). + This is an optional ‘empty’ graphic to show that the InputField text field is empty. Note that this ‘empty' graphic still displays even when the InputField is selected (that is; when there is focus on it). A placeholder graphic can be used to show subtle hints or make it more obvious that the control is an InputField. @@ -3664,7 +3778,7 @@ A placeholder graphic can be used to show subtle hints or make it more obvious t - The the end point of the selection. + The end point of the selection. @@ -4147,6 +4261,15 @@ Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only Called by the layout system. + + + Returns the alignment on the specified axis as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom. + + The axis to get alignment along. 0 is horizontal and 1 is vertical. + + The alignment as a fraction where 0 is lefttop, 0.5 is middle, and 1 is rightbottom. + + Returns the calculated position of the first child layout element along the given axis. @@ -4544,27 +4667,27 @@ Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only - Navitation mode. + Navigation mode. - Selectable to select on down. + Specify a Selectable UI GameObject to highlight when the down arrow key is pressed. - Selectable to select on left. + Specify a Selectable UI GameObject to highlight when the left arrow key is pressed. - Selectable to select on right. + Specify a Selectable UI GameObject to highlight when the right arrow key is pressed. - Selectable to select on up. + Specify a Selectable UI GameObject to highlight when the Up arrow key is pressed. @@ -5108,6 +5231,16 @@ Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only Sets the velocity to zero on both axes so the content stops moving. + + + Calculate the bounds the ScrollRect should be using. + + + + + Helper function to update the previous data fields on a ScrollRect. + + Simple selectable object - derived from to create a selectable control. @@ -5227,6 +5360,18 @@ Characters 0-9, . (dot), and - (dash / minus sign) are allowed. The dash is only UI.Selectable.IsInteractable. + + + Whether the current selectable is being pressed. + + + + + + Whether the current selectable is being pressed. + + + Unset selection and transition to appropriate state. diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.dll b/WoodenMan/Library/UnityAssemblies/UnityEngine.dll index 69c4253..80cf67e 100644 Binary files a/WoodenMan/Library/UnityAssemblies/UnityEngine.dll and b/WoodenMan/Library/UnityAssemblies/UnityEngine.dll differ diff --git a/WoodenMan/Library/UnityAssemblies/UnityEngine.xml b/WoodenMan/Library/UnityAssemblies/UnityEngine.xml index 8c0c9ed..b11ebb5 100644 --- a/WoodenMan/Library/UnityAssemblies/UnityEngine.xml +++ b/WoodenMan/Library/UnityAssemblies/UnityEngine.xml @@ -95,46622 +95,51382 @@ - + - Unity Analytics provides insight into your game users e.g. DAU, MAU. + Singleton class to access the baked NavMesh. - + - Custom Events (optional). + Describes how far in the future the agents predict collisions for avoidance. - Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword. - Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword. - + - User Demographics (optional). + The maximum amount of nodes processed each frame in the asynchronous pathfinding process. - Birth year of user. Must be 4-digit year format, only. - + - User Demographics (optional). + Area mask constant that includes all NavMesh areas. - Gender of user can be "Female", "Male", or "Unknown". - + - User Demographics (optional). + Calculate a path between two points and store the resulting path. - User id. + The initial position of the path requested. + The final position of the path requested. + A bitfield mask specifying which NavMesh areas can be passed when calculating a path. + The resulting path. + + True if a either a complete or partial path is found and false otherwise. + - + - Tracking Monetization (optional). + Calculates triangulation of the current navmesh. - The id of the purchased item. - The price of the item. - Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. - Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. - Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. - + - Tracking Monetization (optional). + Locate the closest NavMesh edge from a point on the NavMesh. - The id of the purchased item. - The price of the item. - Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. - Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. - Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. + The origin of the distance query. + Holds the properties of the resulting location. + A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. + + True if a nearest edge is found. + - + - Analytics API result. + Gets the cost for path finding over geometry of the area type. + Index of the area to get. - + - Analytics API result: Analytics is disabled. + Returns the area index for a named NavMesh area type. + Name of the area to look up. + + Index if the specified are, or -1 if no area found. + - + - Analytics API result: Invalid argument value. + Gets the cost for traversing over geometry of the layer type on all agents. + - + - Analytics API result: Analytics not initialized. + Returns the layer index for a named layer. + - + - Analytics API result: Sucess. + Trace a line between two points on the NavMesh. + The origin of the ray. + The end of the ray. + Holds the properties of the ray cast resulting location. + A bitfield mask specifying which NavMesh areas can be passed when tracing the ray. + + True if the ray is terminated before reaching target position. Otherwise returns false. + - + - Analytics API result: Argument size limit. + Finds the closest point on NavMesh within specified range. + The origin of the sample query. + Holds the properties of the resulting location. + Sample within this distance from sourcePosition. + A mask specifying which NavMesh areas are allowed when finding the nearest point. + + True if a nearest point is found. + - + - Analytics API result: Too many parameters. + Sets the cost for finding path over geometry of the area type on all agents. + Index of the area to set. + New cost. - + - Analytics API result: Too many requests. + Sets the cost for traversing over geometry of the layer type on all agents. + + - + - Analytics API result: This platform doesn't support Analytics. + Navigation mesh agent. - + - User Demographics: Gender of a user. + The maximum acceleration of an agent as it follows a path, given in units / sec^2. - + - User Demographics: Female Gender of a user. + Maximum turning speed in (deg/s) while following a path. - + - User Demographics: Male Gender of a user. + Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). - + - User Demographics: Unknown Gender of a user. + Should the agent brake automatically to avoid overshooting the destination point? - + - Parent class for all joints that have anchor points. + Should the agent attempt to acquire a new path if the existing path becomes invalid? - + - The joint's anchor point on the object that has the joint component. + Should the agent move across OffMeshLinks automatically? - + - Should the connectedAnchor be calculated automatically? + The avoidance priority level. - + - The joint's anchor point on the second object (ie, the one which doesn't have the joint component). + The relative vertical displacement of the owning GameObject. - + - ActivityIndicator Style (Android Specific). + The current OffMeshLinkData. - + - Do not show ActivityIndicator. + The desired velocity of the agent including any potential contribution from avoidance. (Read Only) - + - Large Inversed (android.R.attr.progressBarStyleLargeInverse). + Gets or attempts to set the destination of the agent in world-space units. - + - Small Inversed (android.R.attr.progressBarStyleSmallInverse). + Does the agent currently have a path? (Read Only) - + - Large (android.R.attr.progressBarStyleLarge). + The height of the agent for purposes of passing under obstacles, etc. - + - Small (android.R.attr.progressBarStyleSmall). + Is the agent currently bound to the navmesh? (Read Only) - + - AndroidInput provides support for off-screen touch input, such as a touchpad. + Is the agent currently positioned on an OffMeshLink? (Read Only) - + - Property indicating whether the system provides secondary touch input. + Is the current path stale. (Read Only) - + - Property indicating the height of the secondary touchpad. + The next OffMeshLinkData on the current path. - + - Property indicating the width of the secondary touchpad. + Gets or sets the simulation position of the navmesh agent. - + - Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only). + The level of quality of avoidance. - + - Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables). + Property to get and set the current path. - - + - AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. + Is a path in the process of being computed but not yet ready? (Read Only) - + - Construct an AndroidJavaClass from the class name. + The status of the current path (complete, partial or invalid). - Specifies the Java class name (e.g. <tt>java.lang.String</tt>). - + - AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. + The avoidance radius for the agent. - + - Calls a Java method on an object (non-static). + The distance between the agent's position and the destination on the current path. (Read Only) - Specifies which method to call. - An array of parameters passed to the method. - + - Call a Java method on an object. + Maximum movement speed when following a path. - Specifies which method to call. - An array of parameters passed to the method. - + - Call a static Java method on a class. + Get the current steering target along the path. (Read Only) - Specifies which method to call. - An array of parameters passed to the method. - + - Call a static Java method on a class. + Stop within this distance from the target position. - Specifies which method to call. - An array of parameters passed to the method. - + - Construct an AndroidJavaObject based on the name of the class. + Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. - Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). - An array of parameters passed to the constructor. - + - IDisposable callback. + Should the agent update the transform orientation? - + - Get the value of a field in an object (non-static). + Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. - The name of the field (e.g. int counter; would have fieldName = "counter"). - + - Retrieve the raw jclass pointer to the Java class. + Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). - + - Retrieve the raw jobject pointer to the Java object. + Enables or disables the current off-mesh link. + Is the link activated? - + - Get the value of a static field in an object type. + Calculate a path to a specified point and store the resulting path. - The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). + The final position of the path requested. + The resulting path. + + True if a path is found. + - + - Set the value of a field in an object (non-static). + Completes the movement on the current OffMeshLink. - The name of the field (e.g. int counter; would have fieldName = "counter"). - The value to assign to the field. It has to match the field type. - + - Set the value of a static field in an object type. + Locate the closest NavMesh edge. - The name of the field (e.g. int counter; would have fieldName = "counter"). - The value to assign to the field. It has to match the field type. + Holds the properties of the resulting location. + + True if a nearest edge is found. + - + - This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. + Gets the cost for path calculation when crossing area of a particular type. + Area Index. + + Current cost for specified area index. + - + - Java interface implemented by the proxy. + Gets the cost for crossing ground of a particular type. + Layer index. + + Current cost of specified layer. + - + - + Apply relative movement to current position. - Java interface to be implemented by the proxy. + The relative movement vector. - + - + Trace a straight path towards a target postion in the NavMesh without moving the agent. - Java interface to be implemented by the proxy. + The desired end position of movement. + Properties of the obstacle detected by the ray (if any). + + True if there is an obstacle between the agent and the target position, otherwise false. + - + - Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + Clears the current path. - Name of the invoked java method. - Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. - Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. - + - Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. + Resumes the movement along the current path after a pause. - Name of the invoked java method. - Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. - Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. - + - AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. + Sample a position along the current path. + A bitfield mask specifying which NavMesh areas can be passed when tracing the path. + Terminate scanning the path at this distance. + Holds the properties of the resulting location. + + True if terminated before reaching the position at maxDistance, false otherwise. + - + - 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). + Sets the cost for traversing over areas of the area type. + Area cost. + New cost for the specified area index. - + - Allocates a new Java object without invoking any of the constructors for the object. + Sets or updates the destination thus triggering the calculation for a new path. - + The target point to navigate to. + + True if the destination was requested successfully, otherwise false. + - + - Attaches the current thread to a Java (Dalvik) VM. + Sets the cost for traversing over geometry of the layer type. + Layer index. + New cost for the specified layer. - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Assign a new path to this agent. - - - + New path to follow. + + True if the path is succesfully assigned. + - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Stop movement of this agent along its current path. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Warps agent to the provided position. - - - + New position to warp the agent to. + + True if agent is successfully warped, otherwise false. + - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Result information for NavMesh queries. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Distance to the point of hit. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Flag set when hit. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Mask specifying NavMesh area at point of hit. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Normal at the point of hit. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Position of hit. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + An obstacle for NavMeshAgents to avoid. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Should this obstacle be carved when it is constantly moving? - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Should this obstacle make a cut-out in the navmesh. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Threshold distance for updating a moving carved hole (when carving is enabled). - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + The center of the obstacle, measured in the object's local space. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Height of the obstacle's cylinder shape. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Radius of the obstacle's capsule shape. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Shape of the obstacle. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + The size of the obstacle, measured in the object's local space. - - - - + - Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Velocity at which the obstacle moves around the NavMesh. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Shape of the obstacle. - - - - + - Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + Box shaped obstacle. - - - - + - Deletes the global reference pointed to by <tt>obj</tt>. + Capsule shaped obstacle. - - + - Deletes the local reference pointed to by <tt>obj</tt>. + A path as calculated by the navigation system. - - + - Detaches the current thread from a Java (Dalvik) VM. + Corner points of the path. (Read Only) - + - Ensures that at least a given number of local references can be created in the current thread. + Status of the path. (Read Only) - - + - Clears any exception that is currently being thrown. + Erase all corner points from path. - + - Prints an exception and a backtrace of the stack to the <tt>logcat</tt> + NavMeshPath constructor. - + - Determines if an exception is being thrown. + Calculate the corners for the path. + Array to store path corners. + + The number of corners along the path - including start and end points. + - + - Raises a fatal error and does not expect the VM to recover. This function does not return. + Status of path. - - + - This function loads a locally-defined class. + The path terminates at the destination. - - + - Convert a Java array of <tt>boolean</tt> to a managed array of System.Boolean. + The path is invalid. - - + - Convert a Java array of <tt>byte</tt> to a managed array of System.Byte. + The path cannot reach the destination. - - + - Convert a Java array of <tt>char</tt> to a managed array of System.Char. + Contains data describing a triangulation of a navmesh. - - + - Convert a Java array of <tt>double</tt> to a managed array of System.Double. + NavMesh area indices for the navmesh triangulation. - - + - Convert a Java array of <tt>float</tt> to a managed array of System.Single. + Triangle indices for the navmesh triangulation. - - + - Convert a Java array of <tt>int</tt> to a managed array of System.Int32. + NavMeshLayer values for the navmesh triangulation. - - + - Convert a Java array of <tt>long</tt> to a managed array of System.Int64. + Vertices for the navmesh triangulation. - - + - Convert a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. + Level of obstacle avoidance. - - + - Converts a <tt>java.lang.reflect.Field</tt> to a field ID. + Good avoidance. High performance impact. - - + - Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. + Enable highest precision. Highest performance impact. - - + - Convert a Java array of <tt>short</tt> to a managed array of System.Int16. + Enable simple avoidance. Low performance impact. - - + - Returns the number of elements in the array. + Medium avoidance. Medium performance impact. - - + - Returns the value of one element of a primitive array. + Disable avoidance. - - - + - This function returns the value of an instance (nonstatic) field of an object. + Link allowing movement outside the planar navigation mesh. - - - + - Returns the value of one element of a primitive array. + Is link active. - - - + - This function returns the value of an instance (nonstatic) field of an object. + NavMesh area index for this OffMeshLink component. - - - + - Returns the value of one element of a primitive array. + Automatically update endpoints. - - - + - This function returns the value of an instance (nonstatic) field of an object. + Can link be traversed in both directions. - - - + - Returns the value of one element of a primitive array. + Modify pathfinding cost for the link. - - - + - This function returns the value of an instance (nonstatic) field of an object. + The transform representing link end position. - - - + - Returns the field ID for an instance (nonstatic) field of a class. + NavMeshLayer for this OffMeshLink component. - - - - + - Returns the value of one element of a primitive array. + Is link occupied. (Read Only) - - - + - This function returns the value of an instance (nonstatic) field of an object. + The transform representing link start position. - - - + - Returns the value of one element of a primitive array. + Explicitly update the link endpoints. - - - + - This function returns the value of an instance (nonstatic) field of an object. + State of OffMeshLink. - - - + - Returns the value of one element of a primitive array. + Is link active (Read Only). - - - + - This function returns the value of an instance (nonstatic) field of an object. + Link end world position (Read Only). - - - + - Returns the method ID for an instance (nonstatic) method of a class or interface. + Link type specifier (Read Only). - - - - + - Returns an element of an <tt>Object</tt> array. + The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). - - - + - Returns the class of an object. + Link start world position (Read Only). - - + - This function returns the value of an instance (nonstatic) field of an object. + Is link valid (Read Only). - - - + - Returns the value of one element of a primitive array. + Link type specifier. - - - + - This function returns the value of an instance (nonstatic) field of an object. + Vertical drop. - - - + - This function returns the value of a static field of an object. + Horizontal jump. - - - + - This function returns the value of a static field of an object. + Manually specified type of link. - - - + - This function returns the value of a static field of an object. + Unity Analytics provides insight into your game users e.g. DAU, MAU. - - - + - This function returns the value of a static field of an object. + Custom Events (optional). - - + Name of custom event. Name cannot include the prefix "unity." - This is a reserved keyword. + Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword. - + - Returns the field ID for a static field of a class. + Custom Events (optional). - - - + - + - This function returns the value of a static field of an object. + Custom Events (optional). - - + + - + - This function returns the value of a static field of an object. + Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional). - - - + - This function returns the value of a static field of an object. + User Demographics (optional). - - + Birth year of user. Must be 4-digit year format, only. - + - Returns the method ID for a static method of a class. + User Demographics (optional). - - - + Gender of user can be "Female", "Male", or "Unknown". - + - This function returns the value of a static field of an object. + User Demographics (optional). - - + User id. - + - This function returns the value of a static field of an object. + Tracking Monetization (optional). - - + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. - + - This function returns the value of a static field of an object. + Tracking Monetization (optional). - - + The id of the purchased item. + The price of the item. + Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. + Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. + Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. - + - This function returns the value of an instance (nonstatic) field of an object. + Analytics API result. - - - + - Returns a managed string object representing the string in modified UTF-8 encoding. + Analytics API result: Analytics is disabled. - - + - Returns the length in bytes of the modified UTF-8 representation of a string. + Analytics API result: Invalid argument value. - - + - If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. + Analytics API result: Analytics not initialized. - - + - Returns the version of the native method interface. + Analytics API result: Success. - + - Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. + Analytics API result: Argument size limit. - - - + - Tests whether an object is an instance of a class. + Analytics API result: Too many parameters. - - - + - Tests whether two references refer to the same Java object. + Analytics API result: Too many requests. - - - + - Construct a new primitive array object. + Analytics API result: This platform doesn't support Analytics. - - + - Construct a new primitive array object. + User Demographics: Gender of a user. - - + - Construct a new primitive array object. + User Demographics: Female Gender of a user. - - + - Construct a new primitive array object. + User Demographics: Male Gender of a user. - - + - Construct a new primitive array object. + User Demographics: Unknown Gender of a user. - - + - Creates a new global reference to the object referred to by the <tt>obj</tt> argument. + Parent class for all joints that have anchor points. - - + - Construct a new primitive array object. + The joint's anchor point on the object that has the joint component. - - + - Creates a new local reference that refers to the same object as <tt>obj</tt>. + Should the connectedAnchor be calculated automatically? - - + - Construct a new primitive array object. + The joint's anchor point on the second object (ie, the one which doesn't have the joint component). - - + - Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. + ActivityIndicator Style (Android Specific). - - - - + - Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. + Do not show ActivityIndicator. - - - - + - Construct a new primitive array object. + Large Inversed (android.R.attr.progressBarStyleLargeInverse). - - + - Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. + Small Inversed (android.R.attr.progressBarStyleSmallInverse). - - + - Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. + Large (android.R.attr.progressBarStyleLarge). - - + - Creates a new local reference frame, in which at least a given number of local references can be created. + Small (android.R.attr.progressBarStyleSmall). - - + - Sets the value of one element in a primitive array. + AndroidInput provides support for off-screen touch input, such as a touchpad. - The array of native booleans. - Index of the array element to set. - The value to set - for 'true' use 1, for 'false' use 0. - + - This function sets the value of an instance (nonstatic) field of an object. + Property indicating whether the system provides secondary touch input. - - - - + - Sets the value of one element in a primitive array. + Property indicating the height of the secondary touchpad. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Property indicating the width of the secondary touchpad. - - - - + - Sets the value of one element in a primitive array. + Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only). - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables). - - - + - + - Sets the value of one element in a primitive array. + AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Construct an AndroidJavaClass from the class name. - - - + Specifies the Java class name (e.g. <tt>java.lang.String</tt>). - + - Sets the value of one element in a primitive array. + AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Calls a Java method on an object (non-static). - - - + Specifies which method to call. + An array of parameters passed to the method. - + - Sets the value of one element in a primitive array. + Call a Java method on an object. - - - + Specifies which method to call. + An array of parameters passed to the method. - + - This function sets the value of an instance (nonstatic) field of an object. + Call a static Java method on a class. - - - + Specifies which method to call. + An array of parameters passed to the method. - + - Sets the value of one element in a primitive array. + Call a static Java method on a class. - - - + Specifies which method to call. + An array of parameters passed to the method. - + - This function sets the value of an instance (nonstatic) field of an object. + Construct an AndroidJavaObject based on the name of the class. - - - + Specifies the Java class name (e.g. "<tt>java.lang.String<tt>" or "<tt>javalangString<tt>"). + An array of parameters passed to the constructor. - + - Sets an element of an <tt>Object</tt> array. + IDisposable callback. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Get the value of a field in an object (non-static). - - - + The name of the field (e.g. int counter; would have fieldName = "counter"). - + - Sets the value of one element in a primitive array. + Retrieves the raw <tt>jclass</tt> pointer to the Java class. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + Retrieves the raw <tt>jobject</tt> pointer to the Java object. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. - - - - + - This function ets the value of a static field of an object. + Get the value of a static field in an object type. - - - + The name of the field (e.g. <i>int counter;</i> would have fieldName = "counter"). - + - This function ets the value of a static field of an object. + Set the value of a field in an object (non-static). - - - + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. - + - This function ets the value of a static field of an object. + Set the value of a static field in an object type. - - - + The name of the field (e.g. int counter; would have fieldName = "counter"). + The value to assign to the field. It has to match the field type. - + - This function ets the value of a static field of an object. + This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation. - - - - + - This function ets the value of a static field of an object. + Java interface implemented by the proxy. - - - - + - This function ets the value of a static field of an object. + - - - + Java interface to be implemented by the proxy. - + - This function ets the value of a static field of an object. + - - - + Java interface to be implemented by the proxy. - + - This function ets the value of a static field of an object. + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. - - - + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. - + - This function ets the value of a static field of an object. + Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method. - - - + Name of the invoked java method. + Arguments passed from the java vm - converted into AndroidJavaObject, AndroidJavaClass or a primitive. + Arguments passed from the java vm - all objects are represented by AndroidJavaObject, int for instance is represented by a java.lang.Integer object. - + - This function ets the value of a static field of an object. + AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. - - - - + - This function sets the value of an instance (nonstatic) field of an object. + 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. - - - - + - Causes a <tt>java.lang.Throwable</tt> object to be thrown. + Allocates a new Java object without invoking any of the constructors for the object. - + - + - Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. + Attaches the current thread to a Java (Dalvik) VM. - - - + - Convert a managed array of System.Boolean to a Java array of <tt>boolean</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Byte to a Java array of <tt>byte</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Char to a Java array of <tt>char</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Double to a Java array of <tt>double</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Single to a Java array of <tt>float</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Int32 to a Java array of <tt>int</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.Int64 to a Java array of <tt>long</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Convert a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - - - + + + - + - Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + - + - Convert a managed array of System.Int16 to a Java array of <tt>short</tt>. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - + + + - + - Helper interface for JNI interaction; signature creation and method lookups. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + - + - Set debug to true to log calls through the AndroidJNIHelper. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. + + + - + - Creates a managed array from a Java array. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - Java array object to be converted into a managed array. + + + - + - Creates a Java array from a managed array. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - Managed array to be converted into a Java array object. + + + - + - Creates a java proxy object which connects to the supplied proxy implementation. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - An implementatinon of a java interface in c#. + + + - + - Creates a UnityJavaRunnable object (implements java.lang.Runnable). + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - A delegate representing the java.lang.Runnable. - + + + - + - Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - An array of objects that should be converted to Call parameters. + + + - + - Deletes any local jni references previously allocated by CreateJNIArgArray(). + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - The array of arguments used as a parameter to CreateJNIArgArray(). - The array returned by CreateJNIArgArray(). + + + - + - Scans a particular Java class for a constructor method matching a signature. + Invokes a static method on a Java object, according to the specified <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + - + - Scans a particular Java class for a constructor method matching a signature. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + + + - + - Get a JNI method ID for a constructor based on calling arguments. + Calls an instance (nonstatic) Java method defined by <tt>methodID<tt>, optionally passing an array of arguments (<tt>args<tt>) to the method. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Array with parameters to be passed to the constructor when invoked. - + + + - + - Scans a particular Java class for a field matching a name and a signature. + Deletes the global reference pointed to by <tt>obj</tt>. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the field as declared in Java. - Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + - + - Scans a particular Java class for a field matching a name and a signature. + Deletes the local reference pointed to by <tt>obj</tt>. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the field as declared in Java. - Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + - + - Scans a particular Java class for a field matching a name and a signature. + Detaches the current thread from a Java (Dalvik) VM. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the field as declared in Java. - Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. - + - Get a JNI field ID based on type detection. Generic parameter represents the field type. + Ensures that at least a given number of local references can be created in the current thread. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the field as declared in Java. - Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. - + - + - Scans a particular Java class for a method matching a name and a signature. + Clears any exception that is currently being thrown. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the method as declared in Java. - Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Scans a particular Java class for a method matching a name and a signature. + Prints an exception and a backtrace of the stack to the <tt>logcat</tt> - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the method as declared in Java. - Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Scans a particular Java class for a method matching a name and a signature. + Determines if an exception is being thrown. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the method as declared in Java. - Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Get a JNI method ID based on calling arguments. + Raises a fatal error and does not expect the VM to recover. This function does not return. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the method as declared in Java. - Array with parameters to be passed to the method when invoked. - Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - + - Get a JNI method ID based on calling arguments. + This function loads a locally-defined class. - Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). - Name of the method as declared in Java. - Array with parameters to be passed to the method when invoked. - Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - + - Creates the JNI signature string for particular object type. + Convert a Java array of <tt>boolean</tt> to a managed array of System.Boolean. - Object for which a signature is to be produced. + - + - Creates the JNI signature string for an object parameter list. + Convert a Java array of <tt>byte</tt> to a managed array of System.Byte. - Array of object for which a signature is to be produced. + - + - Creates the JNI signature string for an object parameter list. + Convert a Java array of <tt>char</tt> to a managed array of System.Char. - Array of object for which a signature is to be produced. + - + - The animation component is used to play back animations. + Convert a Java array of <tt>double</tt> to a managed array of System.Double. + - + - When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. + Convert a Java array of <tt>float</tt> to a managed array of System.Single. + - + - When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + Convert a Java array of <tt>int</tt> to a managed array of System.Int32. + - + - The default animation. + Convert a Java array of <tt>long</tt> to a managed array of System.Int64. + - + - Controls culling of this Animation component. + Convert a Java array of <tt>java.lang.Object</tt> to a managed array of System.IntPtr, representing Java objects. + - + - Are we playing any animations? + Converts a <tt>java.lang.reflect.Field</tt> to a field ID. + - + - AABB of this Animation animation component in local space. + Converts a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object to a method ID. + - + - Should the default animation clip (the Animation.clip property) automatically start playing on startup? + Convert a Java array of <tt>short</tt> to a managed array of System.Int16. + - + - How should time beyond the playback range of the clip be treated? + Returns the number of elements in the array. + - + - Adds a clip to the animation with name newName. + Returns the value of one element of a primitive array. - - + + - + - Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + This function returns the value of an instance (nonstatic) field of an object. - Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. - - - - + + - + - Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + Returns the value of one element of a primitive array. - Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. - - - - + + - + - Blends the animation named animation towards targetWeight over the next time seconds. + This function returns the value of an instance (nonstatic) field of an object. - - - + + - + - Blends the animation named animation towards targetWeight over the next time seconds. + Returns the value of one element of a primitive array. - - - + + - + - Blends the animation named animation towards targetWeight over the next time seconds. + This function returns the value of an instance (nonstatic) field of an object. - - - + + - + - Fades the animation with name animation in over a period of time seconds and fades other animations out. + Returns the value of one element of a primitive array. - - - + + - + - Fades the animation with name animation in over a period of time seconds and fades other animations out. + This function returns the value of an instance (nonstatic) field of an object. - - - + + - + - Fades the animation with name animation in over a period of time seconds and fades other animations out. + Returns the field ID for an instance (nonstatic) field of a class. - - - + + + - + - Cross fades an animation after previous animations has finished playing. + Returns the value of one element of a primitive array. - - - - + + - + - Cross fades an animation after previous animations has finished playing. + This function returns the value of an instance (nonstatic) field of an object. - - - - + + - + - Cross fades an animation after previous animations has finished playing. + Returns the value of one element of a primitive array. - - - - + + - + - Cross fades an animation after previous animations has finished playing. + This function returns the value of an instance (nonstatic) field of an object. - - - - + + - + - Get the number of clips currently assigned to this animation. + Returns the value of one element of a primitive array. + + - + - Is the animation named name playing? + This function returns the value of an instance (nonstatic) field of an object. - + + - + - Plays an animation without any blending. + Returns the method ID for an instance (nonstatic) method of a class or interface. - - + + + - + - Plays an animation without any blending. + Returns an element of an <tt>Object</tt> array. - - + + - + - Plays an animation without any blending. + Returns the class of an object. - - + - + - Plays an animation without any blending. + This function returns the value of an instance (nonstatic) field of an object. - - + + - + - Plays an animation after previous animations has finished playing. + Returns the value of one element of a primitive array. - - - + + - + - Plays an animation after previous animations has finished playing. + This function returns the value of an instance (nonstatic) field of an object. - - - + + - + - Plays an animation after previous animations has finished playing. + This function returns the value of a static field of an object. - - - + + - + - Remove clip from the animation list. + This function returns the value of a static field of an object. - + + - + - Remove clip from the animation list. + This function returns the value of a static field of an object. - + + - + - Rewinds the animation named name. + This function returns the value of a static field of an object. - + + - + - Rewinds all animations. + Returns the field ID for a static field of a class. + + + - + - Samples animations at the current state. + This function returns the value of a static field of an object. + + - + - Stops all playing animations that were started with this Animation. + This function returns the value of a static field of an object. + + - + - Stops an animation named name. + This function returns the value of a static field of an object. - + + - + - Returns the animation state named name. + Returns the method ID for a static method of a class. + + + - + - Used by Animation.Play function. + This function returns the value of a static field of an object. + + - + - Animations will be added. + This function returns the value of a static field of an object. + + - + - Animations will be blended. + This function returns the value of a static field of an object. + + - + - Stores keyframe based animations. + This function returns the value of an instance (nonstatic) field of an object. + + - + - Animation Events for this animation clip. + Returns a managed string object representing the string in modified UTF-8 encoding. + - + - Frame rate at which keyframes are sampled. (Read Only) + Returns the length in bytes of the modified UTF-8 representation of a string. + - + - Returns true if the animation contains curve that drives a humanoid rig. + If <tt>clazz<tt> represents any class other than the class <tt>Object<tt>, then this function returns the object that represents the superclass of the class specified by <tt>clazz</tt>. + - + - Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). + Returns the version of the native method interface. - + - Animation length in seconds. (Read Only) + Determines whether an object of <tt>clazz1<tt> can be safely cast to <tt>clazz2<tt>. + + - + - AABB of this Animation Clip in local space of Animation component that it is attached too. + Tests whether an object is an instance of a class. + + - + - Sets the default wrap mode used in the animation state. + Tests whether two references refer to the same Java object. + + - + - Adds an animation event to the clip. + Construct a new primitive array object. - AnimationEvent to add. + - + - Clears all curves from the clip. + Construct a new primitive array object. + - + - Creates a new animation clip. + Construct a new primitive array object. + - + - In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves. + Construct a new primitive array object. + - + - Samples an animation at a given time for any animated properties. + Construct a new primitive array object. - The animated game object. - The time to sample an animation. + - + - Assigns the curve to animate a specific property. + Creates a new global reference to the object referred to by the <tt>obj</tt> argument. - Path to the game object this curve applies to. relativePath is formatted similar to a pathname, e.g. "rootspineleftArm". -If relativePath is empty it refers to the game object the animation clip is attached to. - The class type of the component that is animated. - The name or path to the property being animated. - The animation curve. + - + - This class defines a pair of clips used by AnimatorOverrideController. + Construct a new primitive array object. + - + - The original clip from the controller. + Creates a new local reference that refers to the same object as <tt>obj</tt>. + - + - The override animation clip. + Construct a new primitive array object. + - + - This enum controlls culling of Animation component. + Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with <init> as the method name and void (V) as the return type. + + + - + - Animation culling is disabled - object is animated even when offscreen. + Constructs a new array holding objects in class <tt>clazz<tt>. All elements are initially set to <tt>obj<tt>. + + + - + - Animation is disabled when renderers are not visible. + Construct a new primitive array object. + - + - A collection of curves form an AnimationClip. + Constructs a new <tt>java.lang.String</tt> object from an array of characters in modified UTF-8 encoding. + - + - All keys defined in the animation curve. + Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given <tt>result</tt> object. + - + - The number of keys in the curve. (Read Only) + Creates a new local reference frame, in which at least a given number of local references can be created. + - + - The behaviour of the animation after the last keyframe. + Sets the value of one element in a primitive array. + The array of native booleans. + Index of the array element to set. + The value to set - for 'true' use 1, for 'false' use 0. - + - The behaviour of the animation before the first keyframe. + This function sets the value of an instance (nonstatic) field of an object. + + + - + - Add a new key to the curve. + Sets the value of one element in a primitive array. - The time at which to add the key (horizontal axis in the curve graph). - The value for the key (vertical axis in the curve graph). - - The index of the added key, or -1 if the key could not be added. - + + + - + - Add a new key to the curve. + This function sets the value of an instance (nonstatic) field of an object. - The key to add to the curve. - - The index of the added key, or -1 if the key could not be added. - + + + - + - Creates an animation curve from arbitrary number of keyframes. + Sets the value of one element in a primitive array. - An array of Keyframes used to define the curve. + + + - + - Creates an empty animation curve. + This function sets the value of an instance (nonstatic) field of an object. + + + - + - Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. + Sets the value of one element in a primitive array. - The start time for the ease curve. - The start value for the ease curve. - The end time for the ease curve. - The end value for the ease curve. - - The ease-in and out curve generated from the specified values. - + + + - + - Evaluate the curve at time. + This function sets the value of an instance (nonstatic) field of an object. - The time within the curve you want to evaluate (the horizontal axis in the curve graph). - - The value of the curve, at the point in time specified. - + + + - + - A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. + Sets the value of one element in a primitive array. - The start time for the linear curve. - The start value for the linear curve. - The end time for the linear curve. - The end value for the linear curve. - - The (straight) curve created from the values specified. - + + + - + - Removes the keyframe at index and inserts key. + This function sets the value of an instance (nonstatic) field of an object. - The index of the key to move. - The key (with its new time) to insert. - - The index of the keyframe after moving it. - + + + - + - Removes a key. + Sets the value of one element in a primitive array. - The index of the key to remove. + + + - + - Smooth the in and out tangents of the keyframe at index. + This function sets the value of an instance (nonstatic) field of an object. - The index of the keyframe to be smoothed. - The smoothing weight to apply to the keyframe's tangents. + + + - + - Retrieves the key at index. (Read Only) + Sets the value of one element in a primitive array. + + + - + - AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. + This function sets the value of an instance (nonstatic) field of an object. + + + - + - The animation state that fired this event (Read Only). + Sets an element of an <tt>Object</tt> array. + + + - + - The animator clip info related to this event (Read Only). + This function sets the value of an instance (nonstatic) field of an object. + + + - + - The animator state info related to this event (Read Only). + Sets the value of one element in a primitive array. + + + - + - Float parameter that is stored in the event and will be sent to the function. + This function sets the value of an instance (nonstatic) field of an object. + + + - + - The name of the function that will be called. + This function ets the value of a static field of an object. + + + - + - Int parameter that is stored in the event and will be sent to the function. + This function ets the value of a static field of an object. + + + - + - Returns true if this Animation event has been fired by an Animator component. + This function ets the value of a static field of an object. + + + - + - Returns true if this Animation event has been fired by an Animation component. + This function ets the value of a static field of an object. + + + - + - Function call options. + This function ets the value of a static field of an object. + + + - + - Object reference parameter that is stored in the event and will be sent to the function. + This function ets the value of a static field of an object. + + + - + - String parameter that is stored in the event and will be sent to the function. + This function ets the value of a static field of an object. + + + - + - The time at which the event will be fired off. + This function ets the value of a static field of an object. + + + - + - Creates a new animation event. + This function ets the value of a static field of an object. + + + - + - Information about what animation clips is played and its weight. + This function ets the value of a static field of an object. + + + - + - Animation clip that is played. + This function sets the value of an instance (nonstatic) field of an object. + + + - + - The weight of the animation clip. + Causes a <tt>java.lang.Throwable</tt> object to be thrown. + - + - The AnimationState gives full control over animation blending. + Constructs an exception object from the specified class with the <tt>message</tt> specified by message and causes that exception to be thrown. + + - + - Which blend mode should be used? + Convert a managed array of System.Boolean to a Java array of <tt>boolean</tt>. + - + - The clip that is being played by this animation state. + Convert a managed array of System.Byte to a Java array of <tt>byte</tt>. + - + - Enables / disables the animation. + Convert a managed array of System.Char to a Java array of <tt>char</tt>. + - + - The length of the animation clip in seconds. + Convert a managed array of System.Double to a Java array of <tt>double</tt>. + - + - The name of the animation. + Convert a managed array of System.Single to a Java array of <tt>float</tt>. + - + - The normalized playback speed. + Convert a managed array of System.Int32 to a Java array of <tt>int</tt>. + - + - The normalized time of the animation. + Convert a managed array of System.Int64 to a Java array of <tt>long</tt>. + - + - The playback speed of the animation. 1 is normal playback speed. + Convert a managed array of System.IntPtr, representing Java objects, to a Java array of <tt>java.lang.Object</tt>. + - + - The current time of the animation. + Converts a field ID derived from cls to a <tt>java.lang.reflect.Field</tt> object. + + + - + - The weight of animation. + Converts a method ID derived from clazz to a <tt>java.lang.reflect.Method<tt> or <tt>java.lang.reflect.Constructor<tt> object. + + + - + - Wrapping mode of the animation. + Convert a managed array of System.Int16 to a Java array of <tt>short</tt>. + - + - Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + Helper interface for JNI interaction; signature creation and method lookups. + +Note: Using raw JNI functions requires advanced knowledge of the Android Java Native Interface (JNI). Please take note. - The transform to animate. - Whether to also animate all children of the specified transform. - + - Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + Set debug to true to log calls through the AndroidJNIHelper. - The transform to animate. - Whether to also animate all children of the specified transform. - + - Removes a transform which should be animated. + Creates a managed array from a Java array. - + Java array object to be converted into a managed array. - + - Interface to control the Mecanim animation system. + Creates a Java array from a managed array. + Managed array to be converted into a Java array object. - + - Gets the avatar angular velocity for the last evaluated frame. + Creates a java proxy object which connects to the supplied proxy implementation. + An implementatinon of a java interface in c#. - + - When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. + Creates a UnityJavaRunnable object (implements java.lang.Runnable). + A delegate representing the java.lang.Runnable. + - + - Should root motion be applied? + Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. + An array of objects that should be converted to Call parameters. - + - Gets/Sets the current Avatar. + Deletes any local jni references previously allocated by CreateJNIArgArray(). + The array of arguments used as a parameter to CreateJNIArgArray(). + The array returned by CreateJNIArgArray(). - + - The position of the body center of mass. + Scans a particular Java class for a constructor method matching a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - + - The rotation of the body center of mass. + Scans a particular Java class for a constructor method matching a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Constructor method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). - + - Controls culling of this Animator component. + Get a JNI method ID for a constructor based on calling arguments. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Array with parameters to be passed to the constructor when invoked. + - + - Gets the avatar delta position for the last evaluated frame. + Scans a particular Java class for a field matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. - + - Gets the avatar delta rotation for the last evaluated frame. + Scans a particular Java class for a field matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. - + - Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. + Scans a particular Java class for a field matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Field signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. - + - The current gravity weight based on current animations that are played. + Get a JNI field ID based on type detection. Generic parameter represents the field type. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the field as declared in Java. + Set to <tt>true<tt> for static fields; <tt>false<tt> for instance (nonstatic) fields. + - + - Returns true if the current rig has root motion. + Scans a particular Java class for a method matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Returns true if the object has a transform hierarchy. + Scans a particular Java class for a method matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). + Scans a particular Java class for a method matching a name and a signature. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Method signature (e.g. obtained by calling AndroidJNIHelper.GetSignature). + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. - + - Returns true if the current rig is humanoid, false if it is generic. + Get a JNI method ID based on calling arguments. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + - + - Returns whether the animator is initialized successfully. + Get a JNI method ID based on calling arguments. + Raw JNI Java class object (obtained by calling AndroidJNI.FindClass). + Name of the method as declared in Java. + Array with parameters to be passed to the method when invoked. + Set to <tt>true<tt> for static methods; <tt>false<tt> for instance (nonstatic) methods. + - + - If automatic matching is active. + Creates the JNI signature string for particular object type. + Object for which a signature is to be produced. - + - Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. + Creates the JNI signature string for an object parameter list. + Array of object for which a signature is to be produced. - + - See IAnimatorControllerPlayable.layerCount. + Creates the JNI signature string for an object parameter list. + Array of object for which a signature is to be produced. - + - Additional layers affects the center of mass. + The animation component is used to play back animations. - + - Get left foot bottom height. + When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. - + - When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. - + - See IAnimatorControllerPlayable.parameterCount. + The default animation. - + - Read only acces to the AnimatorControllerParameters used by the animator. + Controls culling of this Animation component. - + - Get the current position of the pivot. + Are we playing any animations? - + - Gets the pivot weight. + AABB of this Animation animation component in local space. - + - Sets the playback position in the recording buffer. + Should the default animation clip (the Animation.clip property) automatically start playing on startup? - + - Gets the mode of the Animator recorder. + How should time beyond the playback range of the clip be treated? - + - Start time of the first frame of the buffer relative to the frame at which StartRecording was called. + Adds a clip to the animation with name newName. + + - + - End time of the recorded clip relative to when StartRecording was called. + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + - + - Get right foot bottom height. + Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName. + Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation. + + + + - + - The root position, the position of the game object. + Blends the animation named animation towards targetWeight over the next time seconds. + + + - + - The root rotation, the rotation of the game object. + Blends the animation named animation towards targetWeight over the next time seconds. + + + - + - The runtime representation of AnimatorController that controls the Animator. + Blends the animation named animation towards targetWeight over the next time seconds. + + + - + - The playback speed of the Animator. 1 is normal playback speed. + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + - + - Automatic stabilization of feet during transition and blending. + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + - + - Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + Fades the animation with name animation in over a period of time seconds and fades other animations out. + + + - + - Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). + Cross fades an animation after previous animations has finished playing. + + + + - + - Specifies the update mode of the Animator. + Cross fades an animation after previous animations has finished playing. + + + + - + - Gets the avatar velocity for the last evaluated frame. + Cross fades an animation after previous animations has finished playing. + + + + - + - Apply the default Root Motion. + Cross fades an animation after previous animations has finished playing. + + + + - + - See IAnimatorControllerPlayable.CrossFade. + Get the number of clips currently assigned to this animation. - - - - - - + - See IAnimatorControllerPlayable.CrossFade. + Is the animation named name playing? - - - - - + - + - See IAnimatorControllerPlayable.CrossFadeInFixedTime. + Plays an animation without any blending. - - - - - + + - + - See IAnimatorControllerPlayable.CrossFadeInFixedTime. + Plays an animation without any blending. - - - - - + + - + - See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + Plays an animation without any blending. - + + - + - Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. + Plays an animation without any blending. + + - + - Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. + Plays an animation after previous animations has finished playing. + + + - + - Returns transform mapped to this human bone id. + Plays an animation after previous animations has finished playing. - The human bone that is queried, see enum HumanBodyBones for a list of possible values. + + + - + - See IAnimatorControllerPlayable.GetBool. + Plays an animation after previous animations has finished playing. - - + + + - + - See IAnimatorControllerPlayable.GetBool. + Remove clip from the animation list. - - + - + - Gets the list of AnimatorClipInfo currently played by the current state. + Remove clip from the animation list. - The layer's index. + - + - See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + Rewinds the animation named name. - + - + - See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + Rewinds all animations. - - + - See IAnimatorControllerPlayable.GetFloat. + Samples animations at the current state. - - - + - See IAnimatorControllerPlayable.GetFloat. + Stops all playing animations that were started with this Animation. - - - + - Gets the position of an IK hint. + Stops an animation named name. - The AvatarIKHint that is queried. - - Return the current position of this IK hint in world space. - + - + - Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). + Returns the animation state named name. - The AvatarIKHint that is queried. - - Return translative weight. - - + - Gets the position of an IK goal. + Used by Animation.Play function. - The AvatarIKGoal that is queried. - - Return the current position of this IK goal in world space. - - + - Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + Animations will be added. - The AvatarIKGoal that is queried. - + - Gets the rotation of an IK goal. + Animations will be blended. - The AvatarIKGoal that is is queried. - + - Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + Stores keyframe based animations. - The AvatarIKGoal that is queried. - + - See IAnimatorControllerPlayable.GetInteger. + Animation Events for this animation clip. - - - + - See IAnimatorControllerPlayable.GetInteger. + Frame rate at which keyframes are sampled. (Read Only) - - - + - See IAnimatorControllerPlayable.GetLayerIndex. + Returns true if the animation contains curve that drives a humanoid rig. - - + - See IAnimatorControllerPlayable.GetLayerName. + Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). - - + - See IAnimatorControllerPlayable.GetLayerWeight. + Animation length in seconds. (Read Only) - - + - Gets the list of AnimatorClipInfo currently played by the next state. + AABB of this Animation Clip in local space of Animation component that it is attached too. - The layer's index. - + - See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + Sets the default wrap mode used in the animation state. - - + - See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + Adds an animation event to the clip. - + AnimationEvent to add. - + - See AnimatorController.GetParameter. + Clears all curves from the clip. - - + - Gets the value of a quaternion parameter. + Creates a new animation clip. - The name of the parameter. - + - Gets the value of a quaternion parameter. + Realigns quaternion keys to ensure shortest interpolation paths. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Gets the value of a vector parameter. + Samples an animation at a given time for any animated properties. - The name of the parameter. + The animated game object. + The time to sample an animation. - + - Gets the value of a vector parameter. + Assigns the curve to animate a specific property. - The id of the parameter. The id is generated using Animator::StringToHash. + Path to the game object this curve applies to. The relativePath + is formatted similar to a pathname, e.g. "rootspineleftArm". If relativePath + is empty it refers to the game object the animation clip is attached to. + The class type of the component that is animated. + The name or path to the property being animated. + The animation curve. - + - See IAnimatorControllerPlayable.HasState. + This class defines a pair of clips used by AnimatorOverrideController. - - - + - Interrupts the automatic target matching. + The original clip from the controller. - - + - Interrupts the automatic target matching. + The override animation clip. - - + - Returns true if the transform is controlled by the Animator\. + This enum controlls culling of Animation component. - The transform that is queried. - + - See IAnimatorControllerPlayable.IsInTransition. + Animation culling is disabled - object is animated even when offscreen. - - + - See IAnimatorControllerPlayable.IsParameterControlledByCurve. + Animation is disabled when renderers are not visible. - - - + - See IAnimatorControllerPlayable.IsParameterControlledByCurve. + Store a collection of Keyframes that can be evaluated over time. - - - + - Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. + All keys defined in the animation curve. - The position we want the body part to reach. - The rotation in which we want the body part to be. - The body part that is involved in the match. - Structure that contains weights for matching position and rotation. - Start time within the animation clip (0 - beginning of clip, 1 - end of clip). - End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. - + - See IAnimatorControllerPlayable.Play. + The number of keys in the curve. (Read Only) - - - - - + - See IAnimatorControllerPlayable.Play. + The behaviour of the animation after the last keyframe. - - - - - + - See IAnimatorControllerPlayable.PlayInFixedTime. + The behaviour of the animation before the first keyframe. - - - - - + - See IAnimatorControllerPlayable.PlayInFixedTime. + Add a new key to the curve. - - - - + The time at which to add the key (horizontal axis in the curve graph). + The value for the key (vertical axis in the curve graph). + + The index of the added key, or -1 if the key could not be added. + - + - Rebind all the animated properties and mesh data with the Animator. + Add a new key to the curve. + The key to add to the curve. + + The index of the added key, or -1 if the key could not be added. + - + - See IAnimatorControllerPlayable.ResetTrigger. + Creates an animation curve from an arbitrary number of keyframes. - - + An array of Keyframes used to define the curve. - + - See IAnimatorControllerPlayable.ResetTrigger. + Creates an empty animation curve. - - - + - Sets local rotation of a human bone during a IK pass. + Creates an ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. - The human bone Id. - The local rotation. + The start time for the ease curve. + The start value for the ease curve. + The end time for the ease curve. + The end value for the ease curve. + + The ease-in and out curve generated from the specified values. + - + - See IAnimatorControllerPlayable.SetBool. + Evaluate the curve at time. - - - + The time within the curve you want to evaluate (the horizontal axis in the curve graph). + + The value of the curve, at the point in time specified. + - + - See IAnimatorControllerPlayable.SetBool. + A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. - - - + The start time for the linear curve. + The start value for the linear curve. + The end time for the linear curve. + The end value for the linear curve. + + The (straight) curve created from the values specified. + - + - See IAnimatorControllerPlayable.SetFloat. + Removes the keyframe at index and inserts key. - - - - - + The index of the key to move. + The key (with its new time) to insert. + + The index of the keyframe after moving it. + - + - See IAnimatorControllerPlayable.SetFloat. + Removes a key. - - - - - + The index of the key to remove. - + - See IAnimatorControllerPlayable.SetFloat. + Smooth the in and out tangents of the keyframe at index. - - - - - + The index of the keyframe to be smoothed. + The smoothing weight to apply to the keyframe's tangents. - + - See IAnimatorControllerPlayable.SetFloat. + Retrieves the key at index. (Read Only) - - - - - - + - Sets the position of an IK hint. + AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. - The AvatarIKHint that is set. - The position in world space. - + - Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). + The animation state that fired this event (Read Only). - The AvatarIKHint that is set. - The translative weight. - + - Sets the position of an IK goal. + The animator clip info related to this event (Read Only). - The AvatarIKGoal that is set. - The position in world space. - + - Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + The animator state info related to this event (Read Only). - The AvatarIKGoal that is set. - The translative weight. - + - Sets the rotation of an IK goal. + Float parameter that is stored in the event and will be sent to the function. - The AvatarIKGoal that is set. - The rotation in world space. - + - Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + The name of the function that will be called. - The AvatarIKGoal that is set. - The rotational weight. - + - See IAnimatorControllerPlayable.SetInteger. + Int parameter that is stored in the event and will be sent to the function. - - - - + - See IAnimatorControllerPlayable.SetInteger. + Returns true if this Animation event has been fired by an Animator component. - - - - + - See IAnimatorControllerPlayable.SetLayerWeight. + Returns true if this Animation event has been fired by an Animation component. - - - + - Sets the look at position. + Function call options. - The position to lookAt. - + - Set look at weights. + Object reference parameter that is stored in the event and will be sent to the function. - (0-1) the global weight of the LookAt, multiplier for other parameters. - (0-1) determines how much the body is involved in the LookAt. - (0-1) determines how much the head is involved in the LookAt. - (0-1) determines how much the eyes are involved in the LookAt. - (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Set look at weights. + String parameter that is stored in the event and will be sent to the function. - (0-1) the global weight of the LookAt, multiplier for other parameters. - (0-1) determines how much the body is involved in the LookAt. - (0-1) determines how much the head is involved in the LookAt. - (0-1) determines how much the eyes are involved in the LookAt. - (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Set look at weights. + The time at which the event will be fired off. - (0-1) the global weight of the LookAt, multiplier for other parameters. - (0-1) determines how much the body is involved in the LookAt. - (0-1) determines how much the head is involved in the LookAt. - (0-1) determines how much the eyes are involved in the LookAt. - (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Set look at weights. + Creates a new animation event. - (0-1) the global weight of the LookAt, multiplier for other parameters. - (0-1) determines how much the body is involved in the LookAt. - (0-1) determines how much the head is involved in the LookAt. - (0-1) determines how much the eyes are involved in the LookAt. - (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Set look at weights. + Information about what animation clips is played and its weight. - (0-1) the global weight of the LookAt, multiplier for other parameters. - (0-1) determines how much the body is involved in the LookAt. - (0-1) determines how much the head is involved in the LookAt. - (0-1) determines how much the eyes are involved in the LookAt. - (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Sets the value of a quaternion parameter. + Animation clip that is played. - The name of the parameter. - The new value for the parameter. - + - Sets the value of a quaternion parameter. + The weight of the animation clip. - Of the parameter. The id is generated using Animator::StringToHash. - The new value for the parameter. - + - Sets an AvatarTarget and a targetNormalizedTime for the current state. + The AnimationState gives full control over animation blending. - The avatar body part that is queried. - The current state Time that is queried. - + - See IAnimatorControllerPlayable.SetTrigger. + Which blend mode should be used? - - - + - See IAnimatorControllerPlayable.SetTrigger. + The clip that is being played by this animation state. - - - + - Sets the value of a vector parameter. + Enables / disables the animation. - The name of the parameter. - The new value for the parameter. - + - Sets the value of a vector parameter. + The length of the animation clip in seconds. - The id of the parameter. The id is generated using Animator::StringToHash. - The new value for the parameter. - + - Sets the animator in playback mode. + The name of the animation. - + - Sets the animator in recording mode, and allocates a circular buffer of size frameCount. + The normalized playback speed. - The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000. - + - Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. + The normalized time of the animation. - + - Stops animator record mode. + The playback speed of the animation. 1 is normal playback speed. - + - Generates a parameter id from a string. + The current time of the animation. - The string to convert to Id. - + - Evaluates the animator based on deltaTime. + The weight of animation. - The time delta. - + - Information about clip been played and blended by the Animator. + Wrapping mode of the animation. - + - Returns the animation clip played by the Animator. + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + The transform to animate. + Whether to also animate all children of the specified transform. - + - Returns the blending weight used by the Animator to blend this clip. + Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. + The transform to animate. + Whether to also animate all children of the specified transform. - + - Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. + Removes a transform which should be animated. + - + - The default bool value for the parameter. + Interface to control the Mecanim animation system. - + - The default bool value for the parameter. + Gets the avatar angular velocity for the last evaluated frame. - + - The default bool value for the parameter. + When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. - + - The name of the parameter. + Should root motion be applied? - + - Returns the hash of the parameter based on its name. + Gets/Sets the current Avatar. - + - The type of the parameter. + The position of the body center of mass. - + - The type of the parameter. + The rotation of the body center of mass. - + - Boolean type parameter. + Controls culling of this Animator component. - + - Float type parameter. + Gets the avatar delta position for the last evaluated frame. - + - Int type parameter. + Gets the avatar delta rotation for the last evaluated frame. - + - Trigger type parameter. + Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot. - + - Culling mode for the Animator. + The current gravity weight based on current animations that are played. - + - Always animate the entire character. Object is animated even when offscreen. + Returns true if the current rig has root motion. - + - Animation is completely disabled when renderers are not visible. + Returns true if the object has a transform hierarchy. - + - Retarget, IK and write of Transforms are disabled when renderers are not visible. + Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). - + - Interface to control AnimatorOverrideController. + Returns true if the current rig is humanoid, false if it is generic. - + - Returns the list of orignal clip from the controller and their override clip. + Returns whether the animator is initialized successfully. - + - The Controller that the AnimatorOverrideController overrides. + If automatic matching is active. - + - Returns either the overriding clip if set or the original clip named name. + Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. - + - Returns either the overriding clip if set or the original clip named name. + See IAnimatorControllerPlayable.layerCount. - + - The mode of the Animator's recorder. - - - - - The Animator recorder is offline. + Additional layers affects the center of mass. - + - The Animator recorder is in Playback. + Get left foot bottom height. - + - The Animator recorder is in Record. + When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly. - + - Information about the current or next state. + See IAnimatorControllerPlayable.parameterCount. - + - The full path hash for this state. + Read only acces to the AnimatorControllerParameters used by the animator. - + - Current duration of the state. + Get the current position of the pivot. - + - Is the state looping. + Gets the pivot weight. - + - The hashed name of the State. + Sets the playback position in the recording buffer. - + - Normalized time of the State. + Gets the mode of the Animator recorder. - + - The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name. + Start time of the first frame of the buffer relative to the frame at which StartRecording was called. - + - The playback speed of the animation. 1 is the normal playback speed. + End time of the recorded clip relative to when StartRecording was called. - + - The speed multiplier for this state. + Get right foot bottom height. - + - The Tag of the State. + The root position, the position of the game object. - + - Does name match the name of the active state in the statemachine? + The root rotation, the rotation of the game object. - - + - Does tag match the tag of the active state in the statemachine. + The runtime representation of AnimatorController that controls the Animator. - - + - Information about the current transition. + The playback speed of the Animator. 1 is normal playback speed. - + - Returns true if the transition is from an AnyState node, or from Animator.CrossFade(). + Automatic stabilization of feet during transition and blending. - + - The unique name of the Transition. + Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). - + - The simplified name of the Transition. + Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). - + - Normalized time of the Transition. + Specifies the update mode of the Animator. - + - The user-specified name of the Transition. + Gets the avatar velocity for the last evaluated frame. - + - Does name match the name of the active Transition. + Apply the default Root Motion. - - + - Does userName match the name of the active Transition. + See IAnimatorControllerPlayable.CrossFade. - + + + + + - + - The update mode of the Animator. + See IAnimatorControllerPlayable.CrossFade. + + + + + - + - Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine. + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + - + - Normal update of the animator. + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + - + - Animator updates independently of Time.timeScale. + See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + - + - Various utilities for animator manipulation. + Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. - + - This function will recreate all transform hierarchy under GameObject. + Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found. - GameObject to Deoptimize. - + - This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles. + Returns transform mapped to this human bone id. - GameObject to Optimize. - List of transform name to expose. + The human bone that is queried, see enum HumanBodyBones for a list of possible values. - + - Anisotropic filtering mode. + See IAnimatorControllerPlayable.GetBool. + + - + - Disable anisotropic filtering for all textures. + See IAnimatorControllerPlayable.GetBool. + + - + - Enable anisotropic filtering, as set for each texture. + Gets the list of AnimatorClipInfo currently played by the current state. + The layer's index. - + - Enable anisotropic filtering for all textures. + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + - + - ReplayKit is only available on iPhoneiPadiPod Touch running iOS 9.0 or later. + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + + - + - A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only) + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount. + - + - A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only) + See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + - + - A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only) + See IAnimatorControllerPlayable.GetFloat. + + - + - A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only) + See IAnimatorControllerPlayable.GetFloat. + + - + - Discard the current recording. + Gets the position of an IK hint. + The AvatarIKHint that is queried. - A boolean value of True if the recording was discarded successfully or False if an error occurred. + Return the current position of this IK hint in world space. - + - Preview the current recording + Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). + The AvatarIKHint that is queried. - A boolean value of True if the video preview window opened successfully or False if an error occurred. + Return translative weight. - + - Start a new recording. + Gets the position of an IK goal. - Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false. + The AvatarIKGoal that is queried. - A boolean value of True if recording started successfully or False if an error occurred. + Return the current position of this IK goal in world space. - + - Stop the current recording. + Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). - - A boolean value of True if recording stopped successfully or False if an error occurred. - + The AvatarIKGoal that is queried. - + - A class for Apple TV remote input configuration. + Gets the rotation of an IK goal. + The AvatarIKGoal that is is queried. - + - Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application. + Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + The AvatarIKGoal that is queried. - + - Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false. + See IAnimatorControllerPlayable.GetInteger. + + - + - Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input. + See IAnimatorControllerPlayable.GetInteger. + + - + - Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. -Default is false. + See IAnimatorControllerPlayable.GetLayerIndex. + - + - Access to application run-time data. + See IAnimatorControllerPlayable.GetLayerName. + - + - The absolute path to the web player data file (Read Only). + See IAnimatorControllerPlayable.GetLayerWeight. + - + - Priority of background loading thread. + Gets the list of AnimatorClipInfo currently played by the next state. + The layer's index. - + - Returns application bundle identifier at runtime. + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + - + - A unique cloud project identifier. It is unique for every project (Read Only). + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + - + - Return application company name (Read Only). + See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount. + - + - Contains the path to the game data folder (Read Only). + See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + - + - Returns false if application is altered in any way after it was built. + See AnimatorController.GetParameter. + - + - Returns true if application integrity can be confirmed. + Gets the value of a quaternion parameter. + The name of the parameter. - + - Returns application install mode (Read Only). + Gets the value of a quaternion parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Returns the type of Internet reachability currently possible on the device. + Gets the value of a vector parameter. + The name of the parameter. - + - Is the current Runtime platform a known console platform. + Gets the value of a vector parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Are we running inside the Unity editor? (Read Only) + See IAnimatorControllerPlayable.HasState. + + - + - Is some level being loaded? (Read Only) + Interrupts the automatic target matching. + - + - Is the current Runtime platform a known mobile platform. + Interrupts the automatic target matching. + - + - Returns true when in any kind of player (Read Only). + Returns true if the transform is controlled by the Animator\. + The transform that is queried. - + - Checks whether splash screen is being shown. + See IAnimatorControllerPlayable.IsInTransition. + - + - Are we running inside a web player? (Read Only) + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + - + - The total number of levels available (Read Only). + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + - + - The level index that was last loaded (Read Only). + Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. + The position we want the body part to reach. + The rotation in which we want the body part to be. + The body part that is involved in the match. + Structure that contains weights for matching position and rotation. + Start time within the animation clip (0 - beginning of clip, 1 - end of clip). + End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. - + - The name of the level that was last loaded (Read Only). + See IAnimatorControllerPlayable.Play. + + + + - + - Event that is fired if a log message is received. + See IAnimatorControllerPlayable.Play. - + + + + - + - Event that is fired if a log message is received. + See IAnimatorControllerPlayable.PlayInFixedTime. - + + + + - + - Contains the path to a persistent data directory (Read Only). + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + - + - Returns the platform the game is running on (Read Only). + Rebind all the animated properties and mesh data with the Animator. - + - Returns application product name (Read Only). + See IAnimatorControllerPlayable.ResetTrigger. + + - + - Should the player be running when the application is in the background? + See IAnimatorControllerPlayable.ResetTrigger. + + - + - Returns application running in sandbox (Read Only). + Sets local rotation of a human bone during a IK pass. + The human bone Id. + The local rotation. - + - The path to the web player data file relative to the html file (Read Only). + See IAnimatorControllerPlayable.SetBool. + + + - + - Stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + See IAnimatorControllerPlayable.SetBool. + + + - + - How many bytes have we downloaded from the main unity web stream (Read Only). + See IAnimatorControllerPlayable.SetFloat. + + + + + - + - Contains the path to the StreamingAssets folder (Read Only). + See IAnimatorControllerPlayable.SetFloat. + + + + + - + - The language the user's operating system is running in. + See IAnimatorControllerPlayable.SetFloat. + + + + + - + - Instructs game to try to render at a specified frame rate. + See IAnimatorControllerPlayable.SetFloat. + + + + + - + - Contains the path to a temporary data / cache directory (Read Only). + Sets the position of an IK hint. + The AvatarIKHint that is set. + The position in world space. - + - The version of the Unity runtime used to play the content. + Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). + The AvatarIKHint that is set. + The translative weight. - + - Returns application version number (Read Only). + Sets the position of an IK goal. + The AvatarIKGoal that is set. + The position in world space. - + - Indicates whether Unity's webplayer security model is enabled. + Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). + The AvatarIKGoal that is set. + The translative weight. - + - Delegate method for fetching advertising ID. + Sets the rotation of an IK goal. - Advertising ID. - Indicates whether user has chosen to limit ad tracking. - Error message. + The AvatarIKGoal that is set. + The rotation in world space. - + - Cancels quitting the application. This is useful for showing a splash screen at the end of a game. + Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). + The AvatarIKGoal that is set. + The rotational weight. - + - Can the streamed level be loaded? + See IAnimatorControllerPlayable.SetInteger. - + + + - + - Can the streamed level be loaded? + See IAnimatorControllerPlayable.SetInteger. - + + + - + - Captures a screenshot at path filename as a PNG file. + See IAnimatorControllerPlayable.SetLayerWeight. - Pathname to save the screenshot file to. - Factor by which to increase resolution. + + - + - Captures a screenshot at path filename as a PNG file. + Sets the look at position. - Pathname to save the screenshot file to. - Factor by which to increase resolution. + The position to lookAt. - + - Calls a function in the containing web page (Web Player only). + Set look at weights. - - + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Evaluates script function in the containing web page. + Set look at weights. - The Javascript function to call. + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + Set look at weights. - + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - How far has the download progressed? [0...1]. + Set look at weights. - + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - How far has the download progressed? [0...1]. + Set look at weights. - + (0-1) the global weight of the LookAt, multiplier for other parameters. + (0-1) determines how much the body is involved in the LookAt. + (0-1) determines how much the head is involved in the LookAt. + (0-1) determines how much the eyes are involved in the LookAt. + (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped (look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees). - + - Is Unity activated with the Pro license? + Sets the value of a quaternion parameter. + The name of the parameter. + The new value for the parameter. - + - Check if the user has authorized use of the webcam or microphone in the Web Player. + Sets the value of a quaternion parameter. - + Of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. - + - Loads the level by its name or index. + Sets an AvatarTarget and a targetNormalizedTime for the current state. - The level to load. - The name of the level to load. + The avatar body part that is queried. + The current state Time that is queried. - + - Loads the level by its name or index. + See IAnimatorControllerPlayable.SetTrigger. - The level to load. - The name of the level to load. + + - + - Loads a level additively. + See IAnimatorControllerPlayable.SetTrigger. - + - + - Loads a level additively. + Sets the value of a vector parameter. - - + The name of the parameter. + The new value for the parameter. - + - Loads the level additively and asynchronously in the background. + Sets the value of a vector parameter. - - + The id of the parameter. The id is generated using Animator::StringToHash. + The new value for the parameter. - + - Loads the level additively and asynchronously in the background. + Sets the animator in playback mode. - - - + - Loads the level asynchronously in the background. + Sets the animator in recording mode, and allocates a circular buffer of size frameCount. - - + The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000. - + - Loads the level asynchronously in the background. + Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. - - - + - Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + Stops animator record mode. - - - - + - Opens the url in a browser. + Generates an parameter id from a string. - + The string to convert to Id. - + - Quits the player application. + Evaluates the animator based on deltaTime. + The time delta. - + - Request advertising ID for iOS, Android and Windows Store. + Information about clip being played and blended by the Animator. - Delegate method. - - Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. - - + - Request authorization to use the webcam or microphone in the Web Player. + Returns the animation clip played by the Animator. - - + - Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + Returns the blending weight used by the Animator to blend this clip. - - - + - Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. - Index of the scene in the PlayerSettings to unload. - Name of the scene to Unload. - - Return true if the scene is unloaded. - - + - Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + The default bool value for the parameter. - Index of the scene in the PlayerSettings to unload. - Name of the scene to Unload. - - Return true if the scene is unloaded. - - + - Application installation mode (Read Only). + The default bool value for the parameter. - + - Application installed via ad hoc distribution. + The default bool value for the parameter. - + - Application installed via developer build. + The name of the parameter. - + - Application running in editor. + Returns the hash of the parameter based on its name. - + - Application installed via enterprise distribution. + The type of the parameter. - + - Application installed via online store. + The type of the parameter. - + - Application install mode unknown. + Boolean type parameter. - + - Application sandbox type. + Float type parameter. - + - Application not running in a sandbox. + Int type parameter. - + - Application is running in broken sandbox. + Trigger type parameter. - + - Application is running in a sandbox. + Culling mode for the Animator. - + - Application sandbox type is unknown. + Always animate the entire character. Object is animated even when offscreen. - + - Applies forces within an area. + Animation is completely disabled when renderers are not visible. - + - The angular drag to apply to rigid-bodies. + Retarget, IK and write of Transforms are disabled when renderers are not visible. - + - The linear drag to apply to rigid-bodies. + Interface to control AnimatorOverrideController. - + - The angle of the force to be applied. + Returns the list of orignal clip from the controller and their override clip. - + - The magnitude of the force to be applied. + The Controller that the AnimatorOverrideController overrides. - + - The target for where the effector applies any force. + Returns either the overriding clip if set or the original clip named name. - + - The variation of the magnitude of the force to be applied. + Returns either the overriding clip if set or the original clip named name. - + - Should the forceAngle use global space? + The mode of the Animator's recorder. - + - Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. + The Animator recorder is offline. - + - Constructor. + The Animator recorder is in Playback. - + - The Assert class contains assertion methods for setting invariants in the code. + The Animator recorder is in Record. - + - Should an exception be thrown on a failure. + Information about the current or next state. - + - Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. - -Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + The full path hash for this state. - Tolerance of approximation. - - - - + - Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. - -Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Current duration of the state. - Tolerance of approximation. - - - - + - Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. - -Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Is the state looping. - Tolerance of approximation. - - - - + - Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. - -Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + The hashed name of the State. - Tolerance of approximation. - - - - + - Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + Normalized time of the State. - - - - - + - Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name. - - - - - + - Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + The playback speed of the animation. 1 is the normal playback speed. - - - - - + - Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + The speed multiplier for this state. - Tolerance of approximation. - - - - + - Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + The Tag of the State. - Tolerance of approximation. - - - - + - Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Does name match the name of the active state in the statemachine? - Tolerance of approximation. - - - + - + - Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Does tag match the tag of the active state in the statemachine. - Tolerance of approximation. - - - + - + - Asserts that the values are not equal. + Information about the current transition. - - - - - + - Asserts that the values are not equal. + Returns true if the transition is from an AnyState node, or from Animator.CrossFade(). - - - - - + - Asserts that the values are not equal. + The unique name of the Transition. - - - - - + - Asserts that the condition is false. + The simplified name of the Transition. - - - + - Asserts that the condition is false. + Normalized time of the Transition. - - - + - Asserts that the value is not null. + The user-specified name of the Transition. - - - + - Asserts that the value is not null. + Does name match the name of the active Transition. - - + - + - Asserts that the value is null. + Does userName match the name of the active Transition. - - + - + - Asserts that the value is null. + The update mode of the Animator. - - - + - Asserts that the condition is true. + Updates the animator during the physic loop in order to have the animation system synchronized with the physics engine. - - - + - Asserts that the condition is true. + Normal update of the animator. - - - + - An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true. + Animator updates independently of Time.timeScale. - + - A float comparer used by Assertions.Assert performing approximate comparison. + Various utilities for animator manipulation. - + - Default epsilon used by the comparer. + This function will recreate all transform hierarchy under GameObject. + GameObject to Deoptimize. - + - Default instance of a comparer class with deafult error epsilon and absolute error check. + This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles. + GameObject to Optimize. + List of transform name to expose. - + - Performs equality check with absolute error check. + Anisotropic filtering mode. - Expected value. - Actual value. - Comparison error. - - Result of the comparison. - - + - Performs equality check with relative error check. + Disable anisotropic filtering for all textures. - Expected value. - Actual value. - Comparison error. - - Result of the comparison. - - + - Creates an instance of the comparer. + Enable anisotropic filtering, as set for each texture. - Should a relative check be used when comparing values? By default, an absolute check will be used. - Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Creates an instance of the comparer. + Enable anisotropic filtering for all textures. - Should a relative check be used when comparing values? By default, an absolute check will be used. - Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Creates an instance of the comparer. + ReplayKit is only available on certain iPhone, iPad and iPod Touch devices running iOS 9.0 or later. - Should a relative check be used when comparing values? By default, an absolute check will be used. - Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Creates an instance of the comparer. + A Boolean that indicates whether ReplayKit broadcasting API is available (true means available) (Read Only). +Check the value of this property before making ReplayKit broadcasting API calls. On iOS versions prior to iOS 10, this property will have a value of false. - Should a relative check be used when comparing values? By default, an absolute check will be used. - Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - An extension class that serves as a wrapper for the Assert class. + A string property that contains an URL used to redirect the user to an on-going or completed broadcast (Read Only). - + - An extension method for Assertions.Assert.AreApproximatelyEqual. + Camera enabled status, true, if camera enabled, false otherwise. - - - - - + - An extension method for Assertions.Assert.AreApproximatelyEqual. + Boolean property that indicates whether a broadcast is currently in progress (Read Only). - - - - - + - An extension method for Assertions.Assert.AreApproximatelyEqual. + A boolean that indicates whether ReplayKit is making a recording (where True means a recording is in progress). (Read Only) - - - - - + - An extension method for Assertions.Assert.AreApproximatelyEqual. + A string value of the last error incurred by the ReplayKit: Either 'Failed to get Screen Recorder' or 'No recording available'. (Read Only) - - - - - + - An extension method for Assertions.Assert.AreEqual. + Microphone enabled status, true, if microhone enabled, false otherwise. - - - - + - An extension method for Assertions.Assert.AreEqual. + A boolean value that indicates that a new recording is available for preview (where True means available). (Read Only) - - - - + - An extension method for Assertions.Assert.IsFalse. + A boolean that indicates whether the ReplayKit API is available (where True means available). (Read Only) - - - + - An extension method for Assertions.Assert.IsFalse. + Function called at the completion of broadcast startup. - - + This parameter will be true if the broadcast started successfully and false in the event of an error. + In the event of failure to start a broadcast, this parameter contains the associated error message. - + - An extension method for Assertions.Assert.IsNull. + Discard the current recording. - - + + A boolean value of True if the recording was discarded successfully or False if an error occurred. + - + - An extension method for Assertions.Assert.IsNull. + Hide the camera preview view. - - - + - An extension method for Assertions.Assert.IsTrue. + Preview the current recording - - + + A boolean value of True if the video preview window opened successfully or False if an error occurred. + - + - An extension method for Assertions.Assert.IsTrue. + Shows camera preview at coordinates posX and posY. - - + + - + - An extension method for Assertions.Assert.AreNotApproximatelyEqual. + Initiates and starts a new broadcast +When StartBroadcast is called, user is presented with a broadcast provider selection screen, and then a broadcast setup screen. Once it is finished, a broadcast will be started, and the callback will be invoked. +It will also be invoked in case of any error. + - - - - + A callback for getting the status of broadcast initiation. + Enable or disable the microphone while broadcasting. Enabling the microphone allows you to include user commentary while broadcasting. The default value is false. + Enable or disable the camera while broadcasting. Enabling camera allows you to include user camera footage while broadcasting. The default value is false. To actually include camera footage in your broadcast, you also have to call ShowCameraPreviewAt as well to position the preview view. - + - An extension method for Assertions.Assert.AreNotApproximatelyEqual. + Start a new recording. - - - - + Enable or disable the microphone while making a recording. Enabling the microphone allows you to include user commentary while recording. The default value is false. + Enable or disable the camera while making a recording. Enabling camera allows you to include user camera footage while recording. The default value is false. To actually include camera footage in your recording, you also have to call ShowCameraPreviewAt as well to position the preview view. + + A boolean value of True if recording started successfully or False if an error occurred. + - + - An extension method for Assertions.Assert.AreNotApproximatelyEqual. + Stops current broadcast. +Will terminate currently on-going broadcast. If no broadcast is in progress, does nothing. - - - - - + - An extension method for Assertions.Assert.AreNotApproximatelyEqual. + Stop the current recording. - - - - + + A boolean value of True if recording stopped successfully or False if an error occurred. + - + - An extension method for Assertions.Assert.AreNotEqual. + A class for Apple TV remote input configuration. - - - - + - An extension method for Assertions.Assert.AreNotEqual. + Configures how "Menu" button behaves on Apple TV Remote. If this property is set to true hitting "Menu" on Remote will exit to system home screen. When this property is false current application is responsible for handling "Menu" button. It is recommended to set this property to true on top level menus of your application. - - - - + - An extension method for Assertions.Assert.AreNotNull. + Configures if Apple TV Remote should autorotate all the inputs when Remote is being held in horizontal orientation. Default is false. - - - + - An extension method for Assertions.Assert.AreNotNull. + Configures how touches are mapped to analog joystick axes in relative or absolute values. If set to true it will return +1 on Horizontal axis when very far right is being touched on Remote touch aread (and -1 when very left area is touched correspondingly). The same applies for Vertical axis too. When this property is set to false player should swipe instead of touching specific area of remote to generate Horizontal or Vertical input. - - - + - AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. + Disables Apple TV Remote touch propagation to Unity Input.touches API. Useful for 3rd party frameworks, which do not respect Touch.type == Indirect. +Default is false. - + - Return true if the AssetBundle is a streamed scene AssetBundle. + Access to application run-time data. - + - Main asset that was supplied when building the asset bundle (Read Only). + The absolute path to the web player data file (Read Only). - + - Check if an AssetBundle contains a specific object. + Priority of background loading thread. - - + - Loads an asset bundle from a disk. + Returns application bundle identifier at runtime. - Path of the file on disk - -See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload. - + - Asynchronously create an AssetBundle from a memory region. + A unique cloud project identifier. It is unique for every project (Read Only). - - + - Synchronously create an AssetBundle from a memory region. + Return application company name (Read Only). - Array of bytes with the AssetBundle data. - + - Return all asset names in the AssetBundle. + Contains the path to the game data folder (Read Only). - + - Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. + Returns false if application is altered in any way after it was built. - + - Loads all assets contained in the asset bundle that inherit from type. + Returns true if application integrity can be confirmed. - - + - Loads all assets contained in the asset bundle. + Returns the name of the store or package that installed the application (Read Only). - + - Loads all assets contained in the asset bundle that inherit from type T. + Returns application install mode (Read Only). - + - Loads all assets contained in the asset bundle asynchronously. + Returns the type of Internet reachability currently possible on the device. - + - Loads all assets contained in the asset bundle that inherit from T asynchronously. + Is the current Runtime platform a known console platform. - + - Loads all assets contained in the asset bundle that inherit from type asynchronously. + Are we running inside the Unity editor? (Read Only) - - + - Loads asset with name from the bundle. + Is some level being loaded? (Read Only) - - + - Loads asset with name of a given type from the bundle. + Is the current Runtime platform a known mobile platform. - - - + - Loads asset with name of type T from the bundle. + Returns true when in any kind of player (Read Only). - - + - Asynchronously loads asset with name from the bundle. + Checks whether splash screen is being shown. - - + - Asynchronously loads asset with name of a given T from the bundle. + Are we running inside a web player? (Read Only) - - + - Asynchronously loads asset with name of a given type from the bundle. + The total number of levels available (Read Only). - - - + - Loads asset and sub assets with name from the bundle. + The level index that was last loaded (Read Only). - - + - Loads asset and sub assets with name of a given type from the bundle. + The name of the level that was last loaded (Read Only). - - - + - Loads asset and sub assets with name of type T from the bundle. + Event that is fired if a log message is received. - + - + - Loads asset with sub assets with name from the bundle asynchronously. + Event that is fired if a log message is received. - + - + - Loads asset with sub assets with name of type T from the bundle asynchronously. + Contains the path to a persistent data directory (Read Only). - - + - Loads asset with sub assets with name of a given type from the bundle asynchronously. + Returns the platform the game is running on (Read Only). - - - + - Synchronously loads an AssetBundle from a file on disk. + Returns application product name (Read Only). - Path of the file on disk. - An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. - An optional byte offset. This value specifies where to start reading the AssetBundle from. - - Loaded AssetBundle object or null if failed. - - + - Asynchronously loads an AssetBundle from a file on disk. + Should the player be running when the application is in the background? - Path of the file on disk. - An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. - An optional byte offset. This value specifies where to start reading the AssetBundle from. - - Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. - - + - Synchronously create an AssetBundle from a memory region. + Returns application running in sandbox (Read Only). - Array of bytes with the AssetBundle data. - An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. - - Loaded AssetBundle object or null if failed. - - + - Asynchronously create an AssetBundle from a memory region. + The path to the web player data file relative to the html file (Read Only). - Array of bytes with the AssetBundle data. - An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. - - Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. - - + - Unloads all assets in the bundle. + Stack trace logging options. The default value is StackTraceLogType.ScriptOnly. - - + - Asynchronous create request for an AssetBundle. + How many bytes have we downloaded from the main unity web stream (Read Only). - + - Asset object being loaded (Read Only). + Contains the path to the StreamingAssets folder (Read Only). - + - Manifest for all the assetBundle in the build. + The language the user's operating system is running in. - + - Get all the AssetBundles in the manifest. + Instructs game to try to render at a specified frame rate. - - An array of asset bundle names. - - + - Get all the AssetBundles with variant in the manifest. + Contains the path to a temporary data / cache directory (Read Only). - - An array of asset bundle names. - - + - Get all the dependent AssetBundles for the given AssetBundle. + The version of the Unity runtime used to play the content. - Name of the asset bundle. - + - Get the hash for the given AssetBundle. + Returns application version number (Read Only). - Name of the asset bundle. - - The 128-bit hash for the asset bundle. - - + - Get the direct dependent AssetBundles for the given AssetBundle. + Indicates whether Unity's webplayer security model is enabled. - Name of the asset bundle. - - Array of asset bundle names this asset bundle depends on. - - + - Asynchronous load request from an AssetBundle. + Delegate method for fetching advertising ID. + Advertising ID. + Indicates whether user has chosen to limit ad tracking. + Error message. - + - Asset objects with sub assets being loaded. (Read Only) + Cancels quitting the application. This is useful for showing a splash screen at the end of a game. - + - Asset object being loaded (Read Only). + Can the streamed level be loaded? + - + - Asynchronous operation coroutine. + Can the streamed level be loaded? + - + - Allow scenes to be activated as soon as it is ready. + Captures a screenshot at path filename as a PNG file. + Pathname to save the screenshot file to. + Factor by which to increase resolution. - + - Has the operation finished? (Read Only) + Captures a screenshot at path filename as a PNG file. + Pathname to save the screenshot file to. + Factor by which to increase resolution. - + - Priority lets you tweak in which order async operation calls will be performed. + Calls a function in the web page that contains the WebGL Player. + Name of the function to call. + Array of arguments passed in the call. - + - What's the operation's progress. (Read Only) + Evaluates script function in the containing web page. + The Javascript function to call. - + - AudioMixer asset. + Get stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + - + - Routing target. + How far has the download progressed? [0...1]. + - + - How time should progress for this AudioMixer. Used during Snapshot transitions. + How far has the download progressed? [0...1]. + - + - Resets an exposed parameter to its initial value. + Is Unity activated with the Pro license? - Exposed parameter. - - Returns false if the parameter was not found or could not be set. - - + - Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups. + Check if the user has authorized use of the webcam or microphone in the Web Player. - Sub-string of the paths to be matched. - - Groups in the mixer whose paths match the specified search path. - + - + - The name must be an exact match. + Loads the level by its name or index. - Name of snapshot object to be returned. - - The snapshot identified by the name. - + The level to load. + The name of the level to load. - + - Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition. + Loads the level by its name or index. - Name of exposed parameter. - Return value of exposed parameter. - - Returns false if the exposed parameter specified doesn't exist. - + The level to load. + The name of the level to load. - + - Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. + Loads a level additively. - Name of exposed parameter. - New value of exposed parameter. - - Returns false if the exposed parameter was not found or snapshots are currently being edited. - + + - + - Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. + Loads a level additively. - The set of snapshots to be mixed. - The mix weights for the snapshots specified. - Relative time after which the mixture should be reached from any current state. + + - + - Object representing a group in the mixer. + Loads the level additively and asynchronously in the background. + + - + - Object representing a snapshot in the mixer. + Loads the level additively and asynchronously in the background. + + - + - Performs an interpolated transition towards this snapshot over the time interval specified. + Loads the level asynchronously in the background. - Relative time after which this snapshot should be reached from any current state. + + - + - The mode in which an AudioMixer should update its time. + Loads the level asynchronously in the background. + + - + - Update the AudioMixer with scaled game time. + Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. + + + - + - Update the AudioMixer with unscaled realtime. + Opens the url in a browser. + - + - The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. + Quits the player application. - + - Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. + Request advertising ID for iOS, Android and Windows Store. + Delegate method. + + Returns true if successful, or false for platforms which do not support Advertising Identifiers. In this case, the delegate method is not invoked. + - + - Chorus modulation depth. 0.0 to 1.0. Default = 0.03. + Request authorization to use the webcam or microphone in the Web Player. + - + - Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. + Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly. + + - + - Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. + Unloads the Unity runtime. - + - Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + - + - Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. + Unloads all GameObject associated with the given scene. Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. + Index of the scene in the PlayerSettings to unload. + Name of the scene to Unload. + + Return true if the scene is unloaded. + - + - Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. + Application installation mode (Read Only). - + - Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. + Application installed via ad hoc distribution. - + - A container for audio data. + Application installed via developer build. - + - The number of channels in the audio clip. (Read Only) + Application running in editor. - + - The sample frequency of the clip in Hertz. (Read Only) + Application installed via enterprise distribution. - + - Returns true if the AudioClip is ready to play (read-only). + Application installed via online store. - + - The length of the audio clip in seconds. (Read Only) + Application install mode unknown. - + - Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread. + Application sandbox type. - + - Returns the current load state of the audio data associated with an AudioClip. + Application not running in a sandbox. - + - The load type of the clip (read-only). + Application is running in broken sandbox. - + - Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. + Application is running in a sandbox. - + - The length of the audio clip in samples. (Read Only) + Application sandbox type is unknown. - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Applies forces within an area. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + The angular drag to apply to rigid-bodies. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + The linear drag to apply to rigid-bodies. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + The angle of the force to be applied. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + The magnitude of the force to be applied. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + The target for where the effector applies any force. - Name of clip. - Number of sample frames. - Number of channels per frame. - Sample frequency of clip. - Audio clip is played back in 3D. - True if clip is streamed, that is if the pcmreadercallback generates data on the fly. - This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. - This callback is invoked whenever the clip loops or changes playback position. - - A reference to the created AudioClip. - - + - Fills an array with sample data from the clip. + The variation of the magnitude of the force to be applied. - - - + - Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. + Should the forceAngle use global space? - - Returns true if loading succeeded. - - + - Delegate called each time AudioClip reads data. + Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. - Array of floats containing data read from the clip. - + - Delegate called each time AudioClip changes read position. + Constructor. - New position in the audio clip. - + - Set sample data in a clip. + The Assert class contains assertion methods for setting invariants in the code. - - - + - Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. + Should an exception be thrown on a failure. - - Returns false if unloading failed. - - + - Determines how the audio clip is loaded in. + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Tolerance of approximation. + + + - + - The audio data of the clip will be kept in memory in compressed form. + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Tolerance of approximation. + + + - + - The audio data is decompressed when the audio clip is loaded. + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Tolerance of approximation. + + + - + - Streams audio data from disk. + Asserts that the values are approximately equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + +Note: Every time you call the method with tolerance specified, a new instance of Assertions.Comparers.FloatComparer is created. For performance reasons you might want to instance your own comparer and pass it to the AreEqual method. If the tolerance is not specifies, a default comparer is used and the issue does not occur. + Tolerance of approximation. + + + - + - An enum containing different compression types. + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + - + - AAC Audio Compression. + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + - + - Adaptive differential pulse-code modulation. + Asserts that the values are equal. If no comparer is specified, EqualityComparer<T>.Default is used. + + + + - + - Nintendo ADPCM audio compression format. + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Tolerance of approximation. + + + - + - Sony proprietory hardware codec. + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Tolerance of approximation. + + + - + - MPEG Audio Layer III. + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Tolerance of approximation. + + + - + - Uncompressed pulse-code modulation. + Asserts that the values are approximately not equal. An absolute error check is used for approximate equality check (|a-b| < tolerance). Default tolerance is 0.00001f. + Tolerance of approximation. + + + - + - Sony proprietary hardware format. + Asserts that the values are not equal. + + + + - + - Vorbis compression format. + Asserts that the values are not equal. + + + + - + - Xbox One proprietary hardware format. + Asserts that the values are not equal. + + + + - + - Specifies the current properties or desired properties to be set for the audio system. + Asserts that the condition is false. + + - + - The length of the DSP buffer in samples determining the latency of sounds by the audio output device. + Asserts that the condition is false. + + - + - The current maximum number of simultaneously audible sounds in the game. + Asserts that the value is not null. + + - + - The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. + Asserts that the value is not null. + + - + - The current sample rate of the audio output device used. + Asserts that the value is null. + + - + - The current speaker mode used by the audio output device. + Asserts that the value is null. + + - + - Value describing the current load state of the audio data associated with an AudioClip. + Asserts that the condition is true. + + - + - Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data. + Asserts that the condition is true. + + - + - Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data. + An exception that is thrown on a failure. Assertions.Assert._raiseExceptions needs to be set to true. - + - Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data. + A float comparer used by Assertions.Assert performing approximate comparison. - + - Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet. + Default epsilon used by the comparer. - + - The Audio Distortion Filter distorts the sound from an AudioSource or. + Default instance of a comparer class with deafult error epsilon and absolute error check. - + - Distortion value. 0.0 to 1.0. Default = 0.5. + Performs equality check with absolute error check. + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + - + - The Audio Echo Filter repeats a sound after a given Delay, attenuating. + Performs equality check with relative error check. + Expected value. + Actual value. + Comparison error. + + Result of the comparison. + - + - Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. + Creates an instance of the comparer. + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Echo delay in ms. 10 to 5000. Default = 500. + Creates an instance of the comparer. + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. + Creates an instance of the comparer. + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. + Creates an instance of the comparer. + Should a relative check be used when comparing values? By default, an absolute check will be used. + Allowed comparison error. By default, the FloatComparer.kEpsilon is used. - + - The Audio High Pass Filter passes high frequencies of an AudioSource and. + An extension class that serves as a wrapper for the Assert class. - + - Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + - + - Determines how much the filter's self-resonance isdampened. + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + - + - Representation of a listener in 3D space. + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + - + - The paused state of the audio system. + An extension method for Assertions.Assert.AreApproximatelyEqual. + + + + - + - This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. + An extension method for Assertions.Assert.AreEqual. + + + - + - Controls the game sound volume (0.0 to 1.0). + An extension method for Assertions.Assert.AreEqual. + + + - + - Provides a block of the listener (master)'s output data. + An extension method for Assertions.Assert.IsFalse. - The array to populate with audio samples. Its length must be a power of 2. - The channel to sample from. + + - + - Deprecated Version. Returns a block of the listener (master)'s output data. + An extension method for Assertions.Assert.IsFalse. - - + + - + - Provides a block of the listener (master)'s spectrum data. + An extension method for Assertions.Assert.IsNull. - The array to populate with audio samples. Its length must be a power of 2. - The channel to sample from. - The FFTWindow type to use when sampling. + + - + - Deprecated Version. Returns a block of the listener (master)'s spectrum data. + An extension method for Assertions.Assert.IsNull. - Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192. - The channel to sample from. - The FFTWindow type to use when sampling. + + - + - The Audio Low Pass Filter filter passes low frequencies of an. + An extension method for Assertions.Assert.IsTrue. + + - + - Returns or sets the current custom frequency cutoff curve. + An extension method for Assertions.Assert.IsTrue. + + - + - Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + - + - Determines how much the filter's self-resonance is dampened. + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + - + - The Audio Reverb Filter takes an Audio Clip and distortionates it in a. + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + - + - Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. + An extension method for Assertions.Assert.AreNotApproximatelyEqual. + + + + - + - Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. + An extension method for Assertions.Assert.AreNotEqual. + + + - + - Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + An extension method for Assertions.Assert.AreNotEqual. + + + - + - Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. + An extension method for Assertions.Assert.AreNotNull. + + - + - Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. + An extension method for Assertions.Assert.AreNotNull. + + - + - Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. + AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. - + - Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. + Return true if the AssetBundle is a streamed scene AssetBundle. - + - Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + Main asset that was supplied when building the asset bundle (Read Only). - + - Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. + Check if an AssetBundle contains a specific object. + - + - Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. + Loads an asset bundle from a disk. + Path of the file on disk + +See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload. - + - Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. + Asynchronously create an AssetBundle from a memory region. + - + - Set/Get reverb preset properties. + Synchronously create an AssetBundle from a memory region. + Array of bytes with the AssetBundle data. - + - Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + Return all asset names in the AssetBundle. - + - Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. - + - Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. + Loads all assets contained in the asset bundle that inherit from type. + - + - Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. + Loads all assets contained in the asset bundle. - + - Reverb presets used by the Reverb Zone class and the audio reverb filter. + Loads all assets contained in the asset bundle that inherit from type T. - + - Alley preset. + Loads all assets contained in the asset bundle asynchronously. - + - Arena preset. + Loads all assets contained in the asset bundle that inherit from T asynchronously. - + - Auditorium preset. + Loads all assets contained in the asset bundle that inherit from type asynchronously. + - + - Bathroom preset. + Loads asset with name from the bundle. + - + - Carpeted hallway preset. + Loads asset with name of a given type from the bundle. + + - + - Cave preset. + Loads asset with name of type T from the bundle. + - + - City preset. + Asynchronously loads asset with name from the bundle. + - + - Concert hall preset. + Asynchronously loads asset with name of a given T from the bundle. + - + - Dizzy preset. + Asynchronously loads asset with name of a given type from the bundle. + + - + - Drugged preset. + Loads asset and sub assets with name from the bundle. + - + - Forest preset. + Loads asset and sub assets with name of a given type from the bundle. + + - + - Generic preset. + Loads asset and sub assets with name of type T from the bundle. + - + - Hallway preset. + Loads asset with sub assets with name from the bundle asynchronously. + - + - Hangar preset. + Loads asset with sub assets with name of type T from the bundle asynchronously. + - + - Livingroom preset. + Loads asset with sub assets with name of a given type from the bundle asynchronously. + + - + - Mountains preset. + Synchronously loads an AssetBundle from a file on disk. + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + - + - No reverb preset selected. + Synchronously loads an AssetBundle from a file on disk. + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Loaded AssetBundle object or null if failed. + - + - Padded cell preset. + Asynchronously loads an AssetBundle from a file on disk. + Path of the file on disk. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + An optional byte offset. This value specifies where to start reading the AssetBundle from. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + - + - Parking Lot preset. + Synchronously create an AssetBundle from a memory region. + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Loaded AssetBundle object or null if failed. + - + - Plain preset. + Asynchronously create an AssetBundle from a memory region. + Array of bytes with the AssetBundle data. + An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. + + Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. + - + - Psychotic preset. + Unloads all assets in the bundle. + - + - Quarry preset. + Asynchronous create request for an AssetBundle. - + - Room preset. + Asset object being loaded (Read Only). - + - Sewer pipe preset. + Manifest for all the AssetBundles in the build. - + - Stone corridor preset. + Get all the AssetBundles in the manifest. + + An array of asset bundle names. + - + - Stoneroom preset. + Get all the AssetBundles with variant in the manifest. + + An array of asset bundle names. + - + - Underwater presset. + Get all the dependent AssetBundles for the given AssetBundle. + Name of the asset bundle. - + - User defined preset. + Get the hash for the given AssetBundle. + Name of the asset bundle. + + The 128-bit hash for the asset bundle. + - + - Reverb Zones are used when you want to create location based ambient effects in the scene. + Get the direct dependent AssetBundles for the given AssetBundle. + Name of the asset bundle. + + Array of asset bundle names this asset bundle depends on. + - + - High-frequency to mid-frequency decay time ratio. + Asynchronous load request from an AssetBundle. - + - Reverberation decay time at mid frequencies. + Asset objects with sub assets being loaded. (Read Only) - + - Value that controls the modal density in the late reverberation decay. + Asset object being loaded (Read Only). - + - Value that controls the echo density in the late reverberation decay. + Asynchronous operation coroutine. - + - The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. + Allow scenes to be activated as soon as it is ready. - + - The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. + Has the operation finished? (Read Only) - + - Early reflections level relative to room effect. + Priority lets you tweak in which order async operation calls will be performed. - + - Initial reflection delay time. + What's the operation's progress. (Read Only) - + - Late reverberation level relative to room effect. + AudioMixer asset. - + - Late reverberation delay time relative to initial reflection. + Routing target. - + - Set/Get reverb preset properties. + How time should progress for this AudioMixer. Used during Snapshot transitions. - + - Room effect level (at mid frequencies). + Resets an exposed parameter to its initial value. + Exposed parameter. + + Returns false if the parameter was not found or could not be set. + - + - Relative room effect level at high frequencies. + Connected groups in the mixer form a path from the mixer's master group to the leaves. This path has the format "Master GroupChild of Master GroupGrandchild of Master Group", so to find the grandchild group in this example, a valid search string would be for instance "randchi" which would return exactly one group while "hild" or "oup/" would return 2 different groups. + Sub-string of the paths to be matched. + + Groups in the mixer whose paths match the specified search path. + - + - Relative room effect level at low frequencies. + The name must be an exact match. + Name of snapshot object to be returned. + + The snapshot identified by the name. + - + - Like rolloffscale in global settings, but for reverb room size effect. + Returns the value of the exposed parameter specified. If the parameter doesn't exist the function returns false. Prior to calling SetFloat and after ClearFloat has been called on this parameter the value returned will be that of the current snapshot or snapshot transition. + Name of exposed parameter. + Return value of exposed parameter. + + Returns false if the exposed parameter specified doesn't exist. + - + - Reference high frequency (hz). + Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. + Name of exposed parameter. + New value of exposed parameter. + + Returns false if the exposed parameter was not found or snapshots are currently being edited. + - + - Reference low frequency (hz). + Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. + The set of snapshots to be mixed. + The mix weights for the snapshots specified. + Relative time after which the mixture should be reached from any current state. - + - Rolloff modes that a 3D sound can have in an audio source. + Object representing a group in the mixer. - + - Use this when you want to use a custom rolloff. + Object representing a snapshot in the mixer. - + - Use this mode when you want to lower the volume of your sound over the distance. + Performs an interpolated transition towards this snapshot over the time interval specified. + Relative time after which this snapshot should be reached from any current state. - + - Use this mode when you want a real-world rolloff. + The mode in which an AudioMixer should update its time. - + - Controls the global audio settings from script. + Update the AudioMixer with scaled game time. - + - Returns the speaker mode capability of the current audio driver. (Read Only) + Update the AudioMixer with unscaled realtime. - + - Returns the current time of the audio system. + The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. - + - Get the mixer's current output rate. + Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. - + - Gets the current speaker mode. Default is 2 channel stereo. + Chorus modulation depth. 0.0 to 1.0. Default = 0.03. - + - A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. - True if the change was caused by an device change. - + - Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. + Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0. - - The new configuration to be applied. - - + - Get the mixer's buffer size in samples. + Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. - Is the length of each buffer in the ringbuffer. - Is number of buffers. - + - A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. - True if the change was caused by an device change. - + - Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system. + Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5. - The new configuration to be used. - - True if all settings could be successfully applied. - - + - A representation of audio sources in 3D. + Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5. - + - Bypass effects (Applied from filter components or global listener filters). + A container for audio data. - + - When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. + The number of channels in the audio clip. (Read Only) - + - When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. + The sample frequency of the clip in Hertz. (Read Only) - + - The default AudioClip to play. + Returns true if the AudioClip is ready to play (read-only). - + - Sets the Doppler scale for this AudioSource. + The length of the audio clip in seconds. (Read Only) - + - Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. + Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread. - + - This makes the audio source not take into account the volume of the audio listener. + Returns the current load state of the audio data associated with an AudioClip. - + - Is the clip playing right now (Read Only)? + The load type of the clip (read-only). - + - True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system. + Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. - + - Is the audio clip looping? + The length of the audio clip in samples. (Read Only) - + - (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - Within the Min distance the AudioSource will cease to grow louder in volume. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - The target group to which the AudioSource should route its signal. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - Pan has been deprecated. Use panStereo instead. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - PanLevel has been deprecated. Use spatialBlend instead. + Creates a user AudioClip with a name and with the given length in samples, channels and frequency. + Name of clip. + Number of sample frames. + Number of channels per frame. + Sample frequency of clip. + Audio clip is played back in 3D. + True if clip is streamed, that is if the pcmreadercallback generates data on the fly. + This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. + This callback is invoked whenever the clip loops or changes playback position. + + A reference to the created AudioClip. + - + - Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. + Fills an array with sample data from the clip. + + - + - The pitch of the audio source. + Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. + + Returns true if loading succeeded. + - + - If set to true, the audio source will automatically start playing on awake. + Delegate called each time AudioClip reads data. + Array of floats containing data read from the clip. - + - Sets the priority of the AudioSource. + Delegate called each time AudioClip changes read position. + New position in the audio clip. - + - The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. + Set sample data in a clip. + + - + - Sets/Gets how the AudioSource attenuates over distance. + Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. + + Returns false if unloading failed. + - + - Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. + Determines how the audio clip is loaded in. - + - Enables or disables spatialization. + The audio data of the clip will be kept in memory in compressed form. - + - Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. + The audio data is decompressed when the audio clip is loaded. - + - Playback position in seconds. + Streams audio data from disk. - + - Playback position in PCM samples. + An enum containing different compression types. - + - Whether the Audio Source should be updated in the fixed or dynamic update. + AAC Audio Compression. - + - The volume of the audio source (0.0 to 1.0). + Adaptive differential pulse-code modulation. - + - Get the current custom curve for the given AudioSourceCurveType. + Sony proprietary hardware format. - The curve type to get. - - The custom AnimationCurve corresponding to the given curve type. - - + - Provides a block of the currently playing source's output data. + Nintendo ADPCM audio compression format. - The array to populate with audio samples. Its length must be a power of 2. - The channel to sample from. - + - Deprecated Version. Returns a block of the currently playing source's output data. + Sony proprietory hardware codec. - - - + - Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + MPEG Audio Layer III. - Zero-based index of user-defined parameter to be read. - Return value of the user-defined parameter that is read. - - True, if the parameter could be read. - - + - Provides a block of the currently playing audio source's spectrum data. + Uncompressed pulse-code modulation. - The array to populate with audio samples. Its length must be a power of 2. - The channel to sample from. - The FFTWindow type to use when sampling. - + - Deprecated Version. Returns a block of the currently playing source's spectrum data. + Sony proprietary hardware format. - The number of samples to retrieve. Must be a power of 2. - The channel to sample from. - The FFTWindow type to use when sampling. - + - Pauses playing the clip. + Vorbis compression format. - + - Plays the clip with an optional certain delay. + Xbox One proprietary hardware format. - Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). - + - Plays the clip with an optional certain delay. + Specifies the current properties or desired properties to be set for the audio system. - Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). - + - Plays an AudioClip at a given position in world space. + The length of the DSP buffer in samples determining the latency of sounds by the audio output device. - Audio data to play. - Position in world space from which sound originates. - Playback volume. - + - Plays an AudioClip at a given position in world space. + The current maximum number of simultaneously audible sounds in the game. - Audio data to play. - Position in world space from which sound originates. - Playback volume. - + - Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. + The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. - Delay time specified in seconds. - + - Plays an AudioClip, and scales the AudioSource volume by volumeScale. + The current sample rate of the audio output device used. - The clip being played. - The scale of the volume (0-1). - + - Plays an AudioClip, and scales the AudioSource volume by volumeScale. + The current speaker mode used by the audio output device. - The clip being played. - The scale of the volume (0-1). - + - Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. + Value describing the current load state of the audio data associated with an AudioClip. - Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing. - + - Set the custom curve for the given AudioSourceCurveType. + Value returned by AudioClip.loadState for an AudioClip that has failed loading its audio data. - The curve type that should be set. - The curve that should be applied to the given curve type. - + - Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. + Value returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data. - Time in seconds. - + - Changes the time at which a sound that has already been scheduled to play will start. + Value returned by AudioClip.loadState for an AudioClip that is currently loading audio data. - Time in seconds. - + - Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + Value returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet. - Zero-based index of user-defined parameter to be set. - New value of the user-defined parameter. - - True, if the parameter could be set. - - + - Stops playing the clip. + The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener. - + - Unpause the paused playback of this AudioSource. + Distortion value. 0.0 to 1.0. Default = 0.5. - + - This defines the curve type of the different custom curves that can be queried and set within the AudioSource. + The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. - + - Custom Volume Rolloff. + Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. - + - Reverb Zone Mix. + Echo delay in ms. 10 to 5000. Default = 500. - + - The Spatial Blend. + Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. - + - The 3D Spread. + Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. - + - These are speaker types defined for use with AudioSettings.speakerMode. + The Audio High Pass Filter passes high frequencies of an AudioSource, and cuts off signals with frequencies lower than the Cutoff Frequency. - + - Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. + Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. - + - Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. + Determines how much the filter's self-resonance isdampened. - + - Channel count is set to 1. The speakers are monaural. + Representation of a listener in 3D space. - + - Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. + The paused state of the audio system. - + - Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right. + This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. - + - Channel count is unaffected. + Controls the game sound volume (0.0 to 1.0). - + - Channel count is set to 2. The speakers are stereo. This is the editor default. + Provides a block of the listener (master)'s output data. + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. - + - Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right. + Deprecated Version. Returns a block of the listener (master)'s output data. + + - + - Type of the imported(native) data. + Provides a block of the listener (master)'s spectrum data. + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. - + - Acc - not supported. + Deprecated Version. Returns a block of the listener (master)'s spectrum data. + Number of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192. + The channel to sample from. + The FFTWindow type to use when sampling. - + - Aiff. + The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing frequencies higher than the Cutoff Frequency. - + - iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. + Returns or sets the current custom frequency cutoff curve. - + - Impulse tracker. + Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. - + - Protracker / Fasttracker MOD. + Determines how much the filter's self-resonance is dampened. - + - MP2/MP3 MPEG. + The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect. - + - Ogg vorbis. + Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. - + - ScreamTracker 3. + Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. - + - 3rd party / unknown plugin format. + Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. - + - VAG. + Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. - + - Microsoft WAV. + Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. - + - FastTracker 2 XM. + Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. - + - Xbox360 XMA. + Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. - + - Describes when an AudioSource or AudioListener is updated. + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. - + - Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise. + Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. - + - Updates the source or listener in the dynamic update loop. + Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. - + - Updates the source or listener in the fixed update loop. + Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. - + - Avatar definition. + Set/Get reverb preset properties. - + - Return true if this avatar is a valid human avatar. + Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - + - Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. + Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - + - Class to build avatars from user scripts. + Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - + - Create a new generic avatar. + Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. - Root object of your transform hierarchy. - Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. - + - Create a humanoid avatar. + Reverb presets used by the Reverb Zone class and the audio reverb filter. - Root object of your transform hierachy. It must be the top most gameobject when you create the avatar. - Humanoid description of the avatar. - - Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid. - - + - IK Goal. + Alley preset. - + - The left foot. + Arena preset. - + - The left hand. + Auditorium preset. - + - The right foot. + Bathroom preset. - + - The right hand. + Carpeted hallway preset. - + - IK Hint. + Cave preset. - + - The left elbow IK hint. + City preset. - + - The left knee IK hint. + Concert hall preset. - + - The right elbow IK hint. + Dizzy preset. - + - The right knee IK hint. + Drugged preset. - + - Target. + Forest preset. - + - The body, center of mass. + Generic preset. - + - The left foot. + Hallway preset. - + - The left hand. + Hangar preset. - + - The right foot. + Livingroom preset. - + - The right hand. + Mountains preset. - + - The root, the position of the game object. + No reverb preset selected. - + - Behaviours are Components that can be enabled or disabled. + Padded cell preset. - + - Enabled Behaviours are Updated, disabled Behaviours are not. + Parking Lot preset. - + - Has the Behaviour had enabled called. + Plain preset. - + - BillboardAsset describes how a billboard is rendered. + Psychotic preset. - + - Height of the billboard that is below ground. + Quarry preset. - + - Height of the billboard. + Room preset. - + - Number of pre-baked images that can be switched when the billboard is viewed from different angles. + Sewer pipe preset. - + - Number of indices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. + Stone corridor preset. - + - The material used for rendering. + Stoneroom preset. - + - Number of vertices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely. + Underwater presset. - + - Width of the billboard. + User defined preset. - + - Constructs a new BillboardAsset. + Reverb Zones are used when you want to create location based ambient effects in the scene. - + - Renders a billboard. + High-frequency to mid-frequency decay time ratio. - + - The BillboardAsset to render. + Reverberation decay time at mid frequencies. - + - Constructor. + Value that controls the modal density in the late reverberation decay. - + - The BitStream class represents seralized variables, packed into a stream. + Value that controls the echo density in the late reverberation decay. - + - Is the BitStream currently being read? (Read Only) + The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. - + - Is the BitStream currently being written? (Read Only) + The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. - + - Serializes different types of variables. + Early reflections level relative to room effect. - - - - + - Serializes different types of variables. + Initial reflection delay time. - - - - + - Serializes different types of variables. + Late reverberation level relative to room effect. - - - - + - Serializes different types of variables. + Late reverberation delay time relative to initial reflection. - - - - + - Serializes different types of variables. + Set/Get reverb preset properties. - - - - + - Serializes different types of variables. + Room effect level (at mid frequencies). - - - - + - Serializes different types of variables. + Relative room effect level at high frequencies. - - - - + - Serializes different types of variables. + Relative room effect level at low frequencies. - - - - + - Serializes different types of variables. + Like rolloffscale in global settings, but for reverb room size effect. - - - - + - Serializes different types of variables. + Reference high frequency (hz). - - - - + - Serializes different types of variables. + Reference low frequency (hz). - - - - + - Serializes different types of variables. + Rolloff modes that a 3D sound can have in an audio source. - - - - + - Blend weights. + Use this when you want to use a custom rolloff. - + - Four bones affect each vertex. + Use this mode when you want to lower the volume of your sound over the distance. - + - One bone affects each vertex. + Use this mode when you want a real-world rolloff. - + - Two bones affect each vertex. + Controls the global audio settings from script. - + - Skinning bone weights of a vertex in the mesh. + Returns the speaker mode capability of the current audio driver. (Read Only) - + - Index of first bone. + Returns the current time of the audio system. - + - Index of second bone. + Get the mixer's current output rate. - + - Index of third bone. + Gets the current speaker mode. Default is 2 channel stereo. - + - Index of fourth bone. + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + True if the change was caused by an device change. - + - Skinning weight for first bone. + Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. + + The new configuration to be applied. + - + - Skinning weight for second bone. + Get the mixer's buffer size in samples. + Is the length of each buffer in the ringbuffer. + Is number of buffers. - + - Skinning weight for third bone. + A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external factor such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset. + True if the change was caused by an device change. - + - Skinning weight for fourth bone. + Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system. + The new configuration to be used. + + True if all settings could be successfully applied. + - + - Describes a single bounding sphere for use by a CullingGroup. + A representation of audio sources in 3D. - + - The position of the center of the BoundingSphere. + Bypass effects (Applied from filter components or global listener filters). - + - The radius of the BoundingSphere. + When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. - + - Initializes a BoundingSphere. + When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. - The center of the sphere. - The radius of the sphere. - A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). - + - Initializes a BoundingSphere. + The default AudioClip to play. - The center of the sphere. - The radius of the sphere. - A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). - + - Represents an axis aligned bounding box. + Sets the Doppler scale for this AudioSource. - + - The center of the bounding box. + Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. - + - The extents of the box. This is always half of the size. + This makes the audio source not take into account the volume of the audio listener. - + - The maximal point of the box. This is always equal to center+extents. + Is the clip playing right now (Read Only)? - + - The minimal point of the box. This is always equal to center-extents. + True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system. - + - The total size of the box. This is always twice as large as the extents. + Is the audio clip looping? - + - The closest point on the bounding box. + (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. - Arbitrary point. - - The point on the bounding box or inside the bounding box. - - + - Is point contained in the bounding box? + Within the Min distance the AudioSource will cease to grow louder in volume. - - + - Creates new Bounds with a given center and total size. Bound extents will be half the given size. + Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. - - - + - Grows the Bounds to include the point. + The target group to which the AudioSource should route its signal. - - + - Grow the bounds to encapsulate the bounds. + Pan has been deprecated. Use panStereo instead. - - + - Expand the bounds by increasing its size by amount along each side. + PanLevel has been deprecated. Use spatialBlend instead. - - + - Expand the bounds by increasing its size by amount along each side. + Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. - - + - Does ray intersect this bounding box? + The pitch of the audio source. - - + - Does ray intersect this bounding box? + If set to true, the audio source will automatically start playing on awake. - - - + - Does another bounding box intersect with this bounding box? + Sets the priority of the AudioSource. - - + - Sets the bounds to the min and max value of the box. + The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. - - - + - The smallest squared distance between the point and this bounding box. + Sets/Gets how the AudioSource attenuates over distance. - - + - Returns a nicely formatted string for the bounds. + Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. - - + - Returns a nicely formatted string for the bounds. + Enables or disables spatialization. - - + - A box-shaped primitive collider. + Determines if the spatializer effect is inserted before or after the effect filters. - + - The center of the box, measured in the object's local space. + Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. - + - The size of the box, measured in the object's local space. + Playback position in seconds. - + - Collider for 2D physics representing an axis-aligned rectangle. + Playback position in PCM samples. - + - The center point of the collider in local space. + Whether the Audio Source should be updated in the fixed or dynamic update. - + - The width and height of the rectangle. + The volume of the audio source (0.0 to 1.0). - + - Applies forces to simulate buoyancy, fluid-flow and fluid drag. + Get the current custom curve for the given AudioSourceCurveType. + The curve type to get. + + The custom AnimationCurve corresponding to the given curve type. + - + - A force applied to slow angular movement of any Collider2D in contact with the effector. + Provides a block of the currently playing source's output data. + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. - + - The density of the fluid used to calculate the buoyancy forces. + Deprecated Version. Returns a block of the currently playing source's output data. + + - + - The angle of the force used to similate fluid flow. + Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. + Zero-based index of user-defined parameter to be read. + Return value of the user-defined parameter that is read. + + True, if the parameter could be read. + - + - The magnitude of the force used to similate fluid flow. + Provides a block of the currently playing audio source's spectrum data. + The array to populate with audio samples. Its length must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. - + - The random variation of the force used to similate fluid flow. + Deprecated Version. Returns a block of the currently playing source's spectrum data. + The number of samples to retrieve. Must be a power of 2. + The channel to sample from. + The FFTWindow type to use when sampling. - + - A force applied to slow linear movement of any Collider2D in contact with the effector. + Pauses playing the clip. - + - Defines an arbitrary horizontal line that represents the fluid surface level. + Plays the clip with an optional certain delay. + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). - + - The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload. + Plays the clip with an optional certain delay. + Delay in number of samples, assuming a 44100Hz sample rate (meaning that Play(44100) will delay the playing by exactly 1 sec). - + - Controls compression of cache data. Enabled by default. + Plays an AudioClip at a given position in world space. + Audio data to play. + Position in world space from which sound originates. + Playback volume. - + - Is Caching enabled? + Plays an AudioClip at a given position in world space. + Audio data to play. + Position in world space from which sound originates. + Playback volume. - + - The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. + Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. + Delay time specified in seconds. - + - The total number of bytes that can potentially be allocated for caching. + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + The clip being played. + The scale of the volume (0-1). - + - Is caching ready? + Plays an AudioClip, and scales the AudioSource volume by volumeScale. + The clip being played. + The scale of the volume (0-1). - + - The number of currently unused bytes in the cache. + Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. + Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing. - + - Used disk space in bytes. + Set the custom curve for the given AudioSourceCurveType. + The curve type that should be set. + The curve that should be applied to the given curve type. - + - This is a WebPlayer-only function. + Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. - Signature The authentification signature provided by Unity. - Size The number of bytes allocated to this cache. - - - - - + Time in seconds. - + - This is a WebPlayer-only function. + Changes the time at which a sound that has already been scheduled to play will start. - Signature The authentification signature provided by Unity. - Size The number of bytes allocated to this cache. - - - - - + Time in seconds. - + - TODO. + Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. - - - - - + Zero-based index of user-defined parameter to be set. + New value of the user-defined parameter. + + True, if the parameter could be set. + - + - TODO. + Stops playing the clip. - - - - - - + - Delete all AssetBundle and Procedural Material content that has been cached by the current application. + Unpause the paused playback of this AudioSource. - - True when cache cleaning succeeded, false if cache was in use. - - + - Checks if an AssetBundle is cached. + This defines the curve type of the different custom curves that can be queried and set within the AudioSource. - Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. - Version The version number of the AssetBundle to check for. Negative values are not allowed. - - - - True if an AssetBundle matching the url and version parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. - - + - Bumps the timestamp of a cached file to be the current time. + Custom Volume Rolloff. - - - + - A Camera is a device through which the player views the world. + Reverb Zone Mix. - + - The rendering path that is currently being used (Read Only). - -The actual rendering path might be different from the user-specified renderingPath if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras). + The Spatial Blend. - + - Returns all enabled cameras in the scene. + The 3D Spread. - + - The number of cameras in the current scene. + These are speaker types defined for use with AudioSettings.speakerMode. - + - The aspect ratio (width divided by height). + Channel count is set to 6. 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. - + - The color with which the screen will be cleared. + Channel count is set to 8. 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. - + - Matrix that transforms from camera space to world space (Read Only). + Channel count is set to 1. The speakers are monaural. - + - Identifies what kind of camera this is. + Channel count is set to 2. Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. - + - How the camera clears the background. + Channel count is set to 4. 4 speaker setup. This includes front left, front right, rear left, rear right. - + - Should the camera clear the stencil buffer after the deferred light pass? + Channel count is unaffected. - + - Number of command buffers set up on this camera (Read Only). + Channel count is set to 2. The speakers are stereo. This is the editor default. - + - This is used to render parts of the scene selectively. + Channel count is set to 5. 5 speaker setup. This includes front left, front right, center, rear left, rear right. - + - Sets a custom matrix for the camera to use for all culling queries. + Type of the imported(native) data. - + - The camera we are currently rendering with, for low-level render control only (Read Only). + Acc - not supported. - + - Camera's depth in the camera rendering order. + Aiff. - + - How and if camera generates a depth texture. + iPhone hardware decoder, supports AAC, ALAC and MP3. Extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. - + - Mask to select which layers can trigger events on the camera. + Impulse tracker. - + - The far clipping plane distance. + Protracker / Fasttracker MOD. - + - The field of view of the camera in degrees. + MP2/MP3 MPEG. - + - High dynamic range rendering. + Ogg vorbis. - + - Per-layer culling distances. + ScreamTracker 3. - + - How to perform per-layer culling for a Camera. + 3rd party / unknown plugin format. - + - The first enabled camera tagged "MainCamera" (Read Only). + VAG. - + - The near clipping plane distance. + Microsoft WAV. - + - Get or set the raw projection matrix with no camera offset (no jittering). + FastTracker 2 XM. - + - Event that is fired after any camera finishes rendering. + Xbox360 XMA. - + - Event that is fired before any camera starts culling. + Describes when an AudioSource or AudioListener is updated. - + - Event that is fired before any camera starts rendering. + Updates the source or listener in the fixed update loop if it is attached to a Rigidbody, dynamic otherwise. - + - Opaque object sorting mode. + Updates the source or listener in the dynamic update loop. - + - Is the camera orthographic (true) or perspective (false)? + Updates the source or listener in the fixed update loop. - + - Camera's half-size when in orthographic mode. + Avatar definition. - + - How tall is the camera in pixels (Read Only). + Return true if this avatar is a valid human avatar. - + - Where on the screen is the camera rendered in pixel coordinates. + Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. - + - How wide is the camera in pixels (Read Only). + Class to build avatars from user scripts. - + - Set a custom projection matrix. + Create a new generic avatar. + Root object of your transform hierarchy. + Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself. - + - Where on the screen is the camera rendered in normalized coordinates. + Create a humanoid avatar. + Root object of your transform hierachy. It must be the top most gameobject when you create the avatar. + Humanoid description of the avatar. + + Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid. + - + - The rendering path that should be used, if possible. - -In some situations, it may not be possible to use the rendering path specified, in which case the renderer will automatically use a different path. For example, if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras). - -For this reason, we also provide the read-only property actualRenderingPath which allows you to discover which path is actually being used. + IK Goal. - + - Distance to a point where virtual eyes converge. + The left foot. - + - Stereoscopic rendering. + The left hand. - + - Render only once and use resulting image for both eyes. + The right foot. - + - Distance between the virtual eyes. + The right hand. - + - When Virtual Reality is enabled, the stereoTargetEye value determines which eyes of the Head Mounted Display (HMD) this camera renders to. The default is to render both eyes. - -The values passed to stereoTargetEye are found in the StereoTargetEyeMask enum. Every camera will render to the Main Game Window by default. If you do not want to see the content from this camera in the Main Game Window, use a camera with a higher depth value than this camera, or set the Camera's showDeviceView value to false. + IK Hint. - + - Set the target display for this Camera. + The left elbow IK hint. - + - Destination render texture. + The left knee IK hint. - + - Transparent object sorting mode. + The right elbow IK hint. - + - Whether or not the Camera will use occlusion culling during rendering. + The right knee IK hint. - + - Get the world-space speed of the camera (Read Only). + Target. - + - Matrix that transforms from world to camera space. + The body, center of mass. - + - Add a command buffer to be executed at a specified place. + The left foot. - When to execute the command buffer during rendering. - The buffer to execute. - + - Calculates and returns oblique near-plane projection matrix. + The left hand. - Vector4 that describes a clip plane. - - Oblique near-plane projection matrix. - - + - Delegate type for camera callbacks. + The right foot. - - + - Makes this camera's settings match other camera. + The right hand. - - + - Fills an array of Camera with the current cameras in the scene, without allocating a new array. + The root, the position of the game object. - An array to be filled up with cameras currently in the scene. - + - Get command buffers to be executed at a specified place. + Behaviours are Components that can be enabled or disabled. - When to execute the command buffer during rendering. - - Array of command buffers. - - + - Remove all command buffers set on this camera. + Enabled Behaviours are Updated, disabled Behaviours are not. - + - Remove command buffer from execution at a specified place. + Has the Behaviour had enabled called. - When to execute the command buffer during rendering. - The buffer to execute. - + - Remove command buffers from execution at a specified place. + BillboardAsset describes how a billboard is rendered. - When to execute the command buffer during rendering. - + - Render the camera manually. + Height of the billboard that is below ground. - + - Render into a static cubemap from this camera. + Height of the billboard. - The cube map to render to. - A bitmask which determines which of the six faces are rendered to. - - False is rendering fails, else true. - - + - Render into a cubemap from this camera. + Number of pre-rendered images that can be switched when the billboard is viewed from different angles. - A bitfield indicating which cubemap faces should be rendered into. - The texture to render to. - - False is rendering fails, else true. - - + - Render the camera with shader replacement. + Number of indices in the billboard mesh. - - - + - Revert the aspect ratio to the screen's aspect ratio. + The material used for rendering. - + - Make culling queries reflect the camera's built in parameters. + Number of vertices in the billboard mesh. - + - Reset to the default field of view. + Width of the billboard. - + - Make the projection reflect normal camera's parameters. + Constructs a new BillboardAsset. - + - Remove shader replacement from camera. + Get the array of billboard image texture coordinate data. + The list that receives the array. - + - Use the default projection matrix for both stereo eye. Only work in 3D flat panel display. + Get the array of billboard image texture coordinate data. + The list that receives the array. - + - Use the default view matrix for both stereo eye. Only work in 3D flat panel display. + Get the indices of the billboard mesh. + The list that receives the array. - + - Make the rendering position reflect the camera's position in the scene. + Get the indices of the billboard mesh. + The list that receives the array. - + - Returns a ray going from camera through a screen point. + Get the vertices of the billboard mesh. - + The list that receives the array. - + - Transforms position from screen space into viewport space. + Get the vertices of the billboard mesh. - + The list that receives the array. - + - Transforms position from screen space into world space. + Set the array of billboard image texture coordinate data. - + The array of data to set. - + - Make the camera render with shader replacement. + Set the array of billboard image texture coordinate data. - - + The array of data to set. - + - Define the projection matrix for both stereo eye. Only work in 3D flat panel display. + Set the indices of the billboard mesh. - Projection matrix for the stereo left eye. - Projection matrix for the stereo left eye. + The array of data to set. - + - Define the view matrices for both stereo eye. Only work in 3D flat panel display. + Set the indices of the billboard mesh. - View matrix for the stereo left eye. - View matrix for the stereo right eye. + The array of data to set. - + - Sets the Camera to render to the chosen buffers of one or more RenderTextures. + Set the vertices of the billboard mesh. - The RenderBuffer(s) to which color information will be rendered. - The RenderBuffer to which depth information will be rendered. + The array of data to set. - + - Sets the Camera to render to the chosen buffers of one or more RenderTextures. + Set the vertices of the billboard mesh. - The RenderBuffer(s) to which color information will be rendered. - The RenderBuffer to which depth information will be rendered. + The array of data to set. - + - Returns a ray going from camera through a viewport point. + Renders a billboard. - - + - Transforms position from viewport space into screen space. + The BillboardAsset to render. - - + - Transforms position from viewport space into world space. + Constructor. - - + - Transforms position from world space into screen space. + The BitStream class represents seralized variables, packed into a stream. - - + - Transforms position from world space into viewport space. + Is the BitStream currently being read? (Read Only) - - + - Values for Camera.clearFlags, determining what to clear when rendering a Camera. + Is the BitStream currently being written? (Read Only) - + - Clear only the depth buffer. + Serializes different types of variables. + + + - + - Don't clear anything. + Serializes different types of variables. + + + - + - Clear with the skybox. + Serializes different types of variables. + + + - + - Clear with a background color. + Serializes different types of variables. + + + - + - Describes different types of camera. + Serializes different types of variables. + + + - + - Used to indicate a regular in-game camera. + Serializes different types of variables. + + + - + - Used to indicate a camera that is used for rendering previews in the Editor. + Serializes different types of variables. + + + - + - Used to indicate that a camera is used for rendering the Scene View in the Editor. + Serializes different types of variables. + + + - + - Element that can be used for screen rendering. + Serializes different types of variables. + + + - + - Cached calculated value based upon SortingLayerID. + Serializes different types of variables. + + + - + - Is this the root Canvas? + Serializes different types of variables. + + + - + - Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. + Serializes different types of variables. + + + - + - Override the sorting of canvas. + Blend weights. - + - Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. + Four bones affect each vertex. - + - Get the render rect for the Canvas. + One bone affects each vertex. - + - How far away from the camera is the Canvas generated. + Two bones affect each vertex. - + - The number of pixels per unit that is considered the default. + Skinning bone weights of a vertex in the mesh. - + - Is the Canvas in World or Overlay mode? + Index of first bone. - + - The render order in which the canvas is being emitted to the scene. + Index of second bone. - + - Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. + Index of third bone. - + - Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. + Index of fourth bone. - + - The normalized grid size that the canvas will split the renderable area into. + Skinning weight for first bone. - + - Unique ID of the Canvas' sorting layer. + Skinning weight for second bone. - + - Name of the Canvas' sorting layer. + Skinning weight for third bone. - + - Canvas' order within a sorting layer. + Skinning weight for fourth bone. - + - For Overlay mode, display index on which the UI canvas will appear. + Describes a single bounding sphere for use by a CullingGroup. - + - Event that is called just before Canvas rendering happens. + The position of the center of the BoundingSphere. - - + - Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. + The radius of the BoundingSphere. - + - Force all canvases to update their content. + Initializes a BoundingSphere. + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). - + - Returns the default material that can be used for rendering normal elements on the Canvas. + Initializes a BoundingSphere. + The center of the sphere. + The radius of the sphere. + A four-component vector containing the position (packed into the XYZ components) and radius (packed into the W component). - + - Returns the default material that can be used for rendering text elements on the Canvas. + Represents an axis aligned bounding box. - + - Gets or generates the ETC1 material. + The center of the bounding box. - - The generated ETC1 material from the Canvas. - - + - A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. + The extents of the box. This is always half of the size. - + - Set the alpha of the group. + The maximal point of the box. This is always equal to center+extents. - + - Does this group block raycasting (allow collision). + The minimal point of the box. This is always equal to center-extents. - + - Should the group ignore parent groups? + The total size of the box. This is always twice as large as the extents. - + - Is the group interactable (are the elements beneath the group enabled). + The closest point on the bounding box. + Arbitrary point. + + The point on the bounding box or inside the bounding box. + - + - Returns true if the Group allows raycasts. + Is point contained in the bounding box? - - + - + - A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. + Creates a new Bounds. + The location of the origin of the Bounds. + The dimensions of the Bounds. - + - Depth of the renderer relative to the root canvas. + Grows the Bounds to include the point. + - + - Indicates whether geometry emitted by this renderer is ignored. + Grow the bounds to encapsulate the bounds. + - + - True if any change has occured that would invalidate the positions of generated geometry. + Expand the bounds by increasing its size by amount along each side. + - + - Enable 'render stack' pop draw call. + Expand the bounds by increasing its size by amount along each side. + - + - True if rect clipping has been enabled on this renderer. -See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping. + Does ray intersect this bounding box? + - + - Is the UIRenderer a mask component. + Does ray intersect this bounding box? + + - + - The number of materials usable by this renderer. + Does another bounding box intersect with this bounding box? + - + - (Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt. + Sets the bounds to the min and max value of the box. - + + - + - The number of materials usable by this renderer. Used internally for masking. + The smallest squared distance between the point and this bounding box. + - + - Depth of the renderer realative to the parent canvas. + Returns a nicely formatted string for the bounds. + - + - Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). + Returns a nicely formatted string for the bounds. - The UIVertex list to split. - The destination list for the verts positions. - The destination list for the verts colors. - The destination list for the verts uv0s. - The destination list for the verts uv1s. - The destination list for the verts normals. - The destination list for the verts tangents. + - + - Remove all cached vertices. + A box-shaped primitive collider. - + - Convert a set of vertex components into a stream of UIVertex. + The center of the box, measured in the object's local space. - - - - - - - - - + - Disables rectangle clipping for this CanvasRenderer. + The size of the box, measured in the object's local space. - + - Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). + Collider for 2D physics representing an axis-aligned rectangle. - - + - Get the current alpha of the renderer. + The center point of the collider in local space. - + - Get the current color of the renderer. + The width and height of the rectangle. - + - Gets the current Material assigned to the CanvasRenderer. + Applies forces to simulate buoyancy, fluid-flow and fluid drag. - The material index to retrieve (0 if this parameter is omitted). - - Result. - - + - Gets the current Material assigned to the CanvasRenderer. + A force applied to slow angular movement of any Collider2D in contact with the effector. - The material index to retrieve (0 if this parameter is omitted). - - Result. - - + - Gets the current Material assigned to the CanvasRenderer. Used internally for masking. + The density of the fluid used to calculate the buoyancy forces. - - + - Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. + The angle of the force used to similate fluid flow. - Alpha. - + - The Alpha Texture that will be passed to the shader under the _AlphaTex property. + The magnitude of the force used to similate fluid flow. - The Texture to be passed. - + - Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. + The random variation of the force used to similate fluid flow. - Renderer multiply color. - + - Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. -See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + A force applied to slow linear movement of any Collider2D in contact with the effector. - Material for rendering. - Material texture overide. - Material index. - + - Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. -See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + Defines an arbitrary horizontal line that represents the fluid surface level. - Material for rendering. - Material texture overide. - Material index. - + - Sets the Mesh used by this renderer. + The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload. - - + - Set the material for the canvas renderer. Used internally for masking. + Controls compression of cache data. Enabled by default. - - - + - Sets the texture used by this renderer's material. + Is Caching enabled? - - + - Set the vertices for the UIRenderer. + The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. - Array of vertices to set. - Number of vertices to set. - + - Set the vertices for the UIRenderer. + The total number of bytes that can potentially be allocated for caching. - Array of vertices to set. - Number of vertices to set. - + - Given a list of UIVertex, split the stream into it's component types. + Is caching ready? - - - - - - - - - + - A capsule-shaped primitive collider. + The number of currently unused bytes in the cache. - + - The center of the capsule, measured in the object's local space. + Used disk space in bytes. - + - The direction of the capsule. + This is a WebPlayer-only function. + Signature The authentification signature provided by Unity. + Size The number of bytes allocated to this cache. + + + + + - + - The height of the capsule meased in the object's local space. + This is a WebPlayer-only function. + Signature The authentification signature provided by Unity. + Size The number of bytes allocated to this cache. + + + + + - + - The radius of the sphere, measured in the object's local space. + TODO. + + + + + - + - A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. + TODO. + + + + + - + - The center of the character's capsule relative to the transform's position. + Delete all AssetBundle and Procedural Material content that has been cached by the current application. + + True when cache cleaning succeeded, false if cache was in use. + - + - What part of the capsule collided with the environment during the last CharacterController.Move call. + Checks if an AssetBundle is cached. + Url The filename of the AssetBundle. Domain and path information are stripped from this string automatically. + Version The version number of the AssetBundle to check for. Negative values are not allowed. + + + + True if an AssetBundle matching the url and version parameters has previously been loaded using WWW.LoadFromCacheOrDownload() and is currently stored in the cache. Returns false if the AssetBundle is not in cache, either because it has been flushed from the cache or was never loaded using the Caching API. + - + - Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). + Bumps the timestamp of a cached file to be the current time. + + - + - Enables or disables overlap recovery. - Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected. + A Camera is a device through which the player views the world. - + - The height of the character's capsule. + The rendering path that is currently being used (Read Only). - + - Was the CharacterController touching the ground during the last move? + Returns all enabled cameras in the scene. - + - The radius of the character's capsule. + The number of cameras in the current scene. - + - The character's collision skin width. + The aspect ratio (width divided by height). - + - The character controllers slope limit in degrees. + The color with which the screen will be cleared. - + - The character controllers step offset in meters. + Matrix that transforms from camera space to world space (Read Only). - + - The current relative velocity of the Character (see notes). + Identifies what kind of camera this is. - + - A more complex move function taking absolute movement deltas. + How the camera clears the background. - - + - Moves the character with speed. + Should the camera clear the stencil buffer after the deferred light pass? - - + - Specification for how to render a character from the font texture. See Font.characterInfo. + Number of command buffers set up on this camera (Read Only). - + - The horizontal distance from the origin of this character to the origin of the next character. + This is used to render parts of the scene selectively. - + - The horizontal distance from the origin of this glyph to the begining of the glyph image. + Sets a custom matrix for the camera to use for all culling queries. - + - Is the character flipped? + The camera we are currently rendering with, for low-level render control only (Read Only). - + - The height of the glyph image. + Camera's depth in the camera rendering order. - + - The width of the glyph image. + How and if camera generates a depth texture. - + - Unicode value of the character. + Mask to select which layers can trigger events on the camera. - + - The maximum extend of the glyph image in the x-axis. + The far clipping plane distance. - + - The maximum extend of the glyph image in the y-axis. + The field of view of the camera in degrees. - + - The minium extend of the glyph image in the x-axis. + High dynamic range rendering. - + - The minimum extend of the glyph image in the y-axis. + Per-layer culling distances. - + - The size of the character or 0 if it is the default font size. + How to perform per-layer culling for a Camera. - + - The style of the character. + The first enabled camera tagged "MainCamera" (Read Only). - + - UV coordinates for the character in the texture. + The near clipping plane distance. - + - The uv coordinate matching the bottom left of the glyph image in the font texture. + Get or set the raw projection matrix with no camera offset (no jittering). - + - The uv coordinate matching the bottom right of the glyph image in the font texture. + Event that is fired after any camera finishes rendering. - + - The uv coordinate matching the top left of the glyph image in the font texture. + Event that is fired before any camera starts culling. - + - The uv coordinate matching the top right of the glyph image in the font texture. + Event that is fired before any camera starts rendering. - + - Screen coordinates for the character in generated text meshes. + Opaque object sorting mode. - + - How far to advance between the beginning of this charcater and the next. + Is the camera orthographic (true) or perspective (false)? - + - Character Joints are mainly used for Ragdoll effects. + Camera's half-size when in orthographic mode. - + - Brings violated constraints back into alignment even when the solver fails. + How tall is the camera in pixels (Read Only). - + - The upper limit around the primary axis of the character joint. + Where on the screen is the camera rendered in pixel coordinates. - + - The lower limit around the primary axis of the character joint. + How wide is the camera in pixels (Read Only). - + - Set the angular tolerance threshold (in degrees) for projection. + Set a custom projection matrix. - + - Set the linear tolerance threshold for projection. + Where on the screen is the camera rendered in normalized coordinates. - + - The angular limit of rotation (in degrees) around the primary axis of the character joint. + The rendering path that should be used, if possible. - + - The angular limit of rotation (in degrees) around the primary axis of the character joint. + Returns the eye that is currently rendering. +If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. + +If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. + +If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. - + - The secondary axis around which the joint can rotate. + Distance to a point where virtual eyes converge. - + - The configuration of the spring attached to the swing limits of the joint. + Stereoscopic rendering. - + - The configuration of the spring attached to the twist limits of the joint. + Render only once and use resulting image for both eyes. - + - Collider for 2D physics representing an circle. + Distance between the virtual eyes. - + - The center point of the collider in local space. + Defines which eye of a VR display the Camera renders into. - + - Radius of the circle. + Set the target display for this Camera. - + - The Cloth class provides an interface to cloth simulation physics. + Destination render texture. - + - Bending stiffness of the cloth. + Transparent object sorting mode. - + - An array of CapsuleColliders which this Cloth instance should collide with. + Should the jittered matrix be used for transparency rendering? - + - Number of cloth solver iterations per second. + Whether or not the Camera will use occlusion culling during rendering. - + - The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. + Get the world-space speed of the camera (Read Only). - + - How much to increase mass of colliding particles. + Matrix that transforms from world to camera space. - + - Damp cloth motion. + Add a command buffer to be executed at a specified place. + When to execute the command buffer during rendering. + The buffer to execute. - + - Enable continuous collision to improve collision stability. + Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. + Normalized viewport coordinates to use for the frustum calculation. + Z-depth from the camera origin at which the corners will be calculated. + Camera eye projection matrix to use. + Output array for the frustum corner vectors. Cannot be null and length must be >= 4. - + - Is this cloth enabled? + Calculates and returns oblique near-plane projection matrix. + Vector4 that describes a clip plane. + + Oblique near-plane projection matrix. + - + - Enable Tether Anchors. + Delegate type for camera callbacks. + - + - A constant, external acceleration applied to the cloth. + Makes this camera's settings match other camera. + - + - The friction of the cloth when colliding with the character. + Fills an array of Camera with the current cameras in the scene, without allocating a new array. + An array to be filled up with cameras currently in the scene. - + - The current normals of the cloth object. + Get command buffers to be executed at a specified place. + When to execute the command buffer during rendering. + + Array of command buffers. + - + - A random, external acceleration applied to the cloth. + Get the projection matrix of a specific stereo eye. + Which stereo eye matrix do you want to get? + + The matrix of the stereo eye. + - + - Cloth's sleep threshold. + Get the view matrix of a specific stereo eye. + Which stereo eye matrix do you want to get? + + The matrix of the stereo eye. + - + - Number of solver iterations per second. + A Camera eye corresponding to the left or right human eye for stereoscopic rendering, or neither for non-stereoscopic rendering. + +A single Camera can render both left and right views in a single frame. Therefore, this enum describes which eye the Camera is currently rendering when returned by Camera.stereoActiveEye during a rendering callback (such as Camera.OnRenderImage), or which eye to act on when passed into a function. + +The default value is Camera.MonoOrStereoscopicEye.Left, so Camera.MonoOrStereoscopicEye.Left may be returned by some methods or properties when called outside of rendering if stereoscopic rendering is enabled. - + - An array of ClothSphereColliderPairs which this Cloth instance should collide with. + Camera eye corresponding to stereoscopic rendering of the left eye. - + - Stretching stiffness of the cloth. + Camera eye corresponding to non-stereoscopic rendering. - + - Should gravity affect the cloth simulation? + Camera eye corresponding to stereoscopic rendering of the right eye. - + - Add one virtual particle per triangle to improve collision stability. + Remove all command buffers set on this camera. - + - The current vertex positions of the cloth object. + Remove command buffer from execution at a specified place. + When to execute the command buffer during rendering. + The buffer to execute. - + - How much world-space acceleration of the character will affect cloth vertices. + Remove command buffers from execution at a specified place. + When to execute the command buffer during rendering. - + - How much world-space movement of the character will affect cloth vertices. + Render the camera manually. - + - Clear the pending transform changes from affecting the cloth simulation. + Render into a static cubemap from this camera. + The cube map to render to. + A bitmask which determines which of the six faces are rendered to. + + False is rendering fails, else true. + - + - Fade the cloth simulation in or out. + Render into a cubemap from this camera. - Fading enabled or not. - + A bitfield indicating which cubemap faces should be rendered into. + The texture to render to. + + False is rendering fails, else true. + - + - The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. + Render the camera with shader replacement. + + - + - Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. + Revert the aspect ratio to the screen's aspect ratio. - + - Distance a vertex is allowed to travel from the skinned mesh vertex position. + Make culling queries reflect the camera's built in parameters. - + - A pair of SphereColliders used to define shapes for Cloth objects to collide against. + Reset to the default field of view. - + - The first SphereCollider of a ClothSphereColliderPair. + Make the projection reflect normal camera's parameters. - + - The second SphereCollider of a ClothSphereColliderPair. + Remove shader replacement from camera. - + - Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + Use the default projection matrix for both stereo eye. Only work in 3D flat panel display. - The first SphereCollider of a ClothSphereColliderPair. - The second SphereCollider of a ClothSphereColliderPair. - + - Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + Use the default view matrix for both stereo eye. Only work in 3D flat panel display. - The first SphereCollider of a ClothSphereColliderPair. - The second SphereCollider of a ClothSphereColliderPair. - + - Interface for reading and writing inputs in a Unity Cluster. + Make the rendering position reflect the camera's position in the scene. - + - Add a new VRPN input entry. + Returns a ray going from camera through a screen point. - Name of the input entry. This has to be unique. - Device name registered to VRPN server. - URL to the vrpn server. - Index of the Input entry, refer to vrpn.cfg if unsure. - Type of the input. - - True if the operation succeed. - + - + - Check the connection status of the device to the VRPN server it connected to. + Transforms position from screen space into viewport space. - Name of the input entry. + - + - Edit an input entry which added via ClusterInput.AddInput. + Transforms position from screen space into world space. - Name of the input entry. This has to be unique. - Device name registered to VRPN server. - URL to the vrpn server. - Index of the Input entry, refer to vrpn.cfg if unsure. - Type of the ClusterInputType as follow. + - + - Returns the axis value as a continous float. + Make the camera render with shader replacement. - Name of input to poll.c. + + - + - Returns the binary value of a button. + Set custom projection matrices for both eyes. - Name of input to poll. + Projection matrix for the stereo left eye. + Projection matrix for the stereo right eye. - + - Return the position of a tracker as a Vector3. + Sets a custom stereo projection matrix. - Name of input to poll. + Which eye should the matrix be set for. + The matrix to be set. - + - Returns the rotation of a tracker as a Quaternion. + Set custom view matrices for both eyes. - Name of input to poll. + View matrix for the stereo left eye. + View matrix for the stereo right eye. - + - Sets the axis value for this input. Only works for input typed Custom. + Sets a custom stereo view matrix. - Name of input to modify. - Value to set. + Which eye should the matrix be set for. + The matrix to be set. - + - Sets the button value for this input. Only works for input typed Custom. + Sets the Camera to render to the chosen buffers of one or more RenderTextures. - Name of input to modify. - Value to set. + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. - + - Sets the tracker position for this input. Only works for input typed Custom. + Sets the Camera to render to the chosen buffers of one or more RenderTextures. - Name of input to modify. - Value to set. + The RenderBuffer(s) to which color information will be rendered. + The RenderBuffer to which depth information will be rendered. - + - Sets the tracker rotation for this input. Only works for input typed Custom. + Enum used to specify either the left or the right eye of a stereoscopic camera. - Name of input to modify. - Value to set. - + - Values to determine the type of input value to be expect from one entry of ClusterInput. + Specifies the target to be the left eye. - + - Device is an analog axis that provides continuous value represented by a float. + Specifies the target to be the right eye. - + - Device that return a binary result of pressed or not pressed. + Returns a ray going from camera through a viewport point. + - + - A user customized input. + Transforms position from viewport space into screen space. + - + - Device that provide position and orientation values. + Transforms position from viewport space into world space. + The 3d vector in Viewport space. + + The 3d vector in World space. + - + - A helper class that contains static method to inquire status of Unity Cluster. + Transforms position from world space into screen space. + - + - Check whether the current instance is disconnected from the cluster network. + Transforms position from world space into viewport space. + - + - Check whether the current instance is a master node in the cluster network. + Values for Camera.clearFlags, determining what to clear when rendering a Camera. - + - To acquire or set the node index of the current machine from the cluster network. + Clear only the depth buffer. - + - A base class of all colliders. + Don't clear anything. - + - The rigidbody the collider is attached to. + Clear with the skybox. - + - The world space bounding volume of the collider. + Clear with a background color. - + - Contact offset value of this collider. + Describes different types of camera. - + - Enabled Colliders will collide with other colliders, disabled Colliders won't. + Used to indicate a regular in-game camera. - + - Is the collider a trigger? + Used to indicate a camera that is used for rendering previews in the Editor. - + - The material used by the collider. + Used to indicate that a camera is used for rendering the Scene View in the Editor. - + - The shared physic material of this collider. + Used to indicate that a camera is used for rendering VR (in edit mode) in the Editor. - + - The closest point to the bounding box of the attached collider. + Element that can be used for screen rendering. - - + - Casts a Ray that ignores all Colliders except this one. + Cached calculated value based upon SortingLayerID. - The starting point and direction of the ray. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The max length of the ray. - - True when the ray intersects any collider, otherwise false. - - + - Parent class for collider types used with 2D gameplay. + Is this the root Canvas? - + - The Rigidbody2D attached to the Collider2D's GameObject. + The normalized grid size that the canvas will split the renderable area into. - + - The world space bounding area of the collider. + Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. - + - The density of the collider used to calculate its mass (when auto mass is enabled). + Override the sorting of canvas. - + - Is this collider configured as a trigger? + Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. - + - The local offset of the collider geometry. + Get the render rect for the Canvas. - + - The number of separate shaped regions in the collider. + How far away from the camera is the Canvas generated. - + - The [[PhysicsMaterial2D that is applied to this collider. + The number of pixels per unit that is considered the default. - + - Whether the collider is used by an attached effector or not. + Is the Canvas in World or Overlay mode? - + - Casts the collider shape into the scene starting at the collider position ignoring the collider itself. + The render order in which the canvas is being emitted to the scene. - Vector representing the direction to cast the shape. - Array to receive results. - Maximum distance over which to cast the shape. - Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored? - - The number of results returned. - - + - Check whether this collider is touching the collider or not. + Returns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself. - The collider to check if it is touching this collider. - - Whether the collider is touching this collider or not. - - + - Checks whether this collider is touching any colliders on the specified layerMask or not. + Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. - Any colliders on any of these layers count as touching. - - Whether this collider is touching any collider on the specified layerMask or not. - - + - Check if a collider overlaps a point in space. + The normalized grid size that the canvas will split the renderable area into. - A point in world space. - - Does point overlap the collider? - - + - Casts a ray into the scene starting at the collider position ignoring the collider itself. + Unique ID of the Canvas' sorting layer. - Vector representing the direction of the ray. - Array to receive results. - Maximum distance over which to cast the ray. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than this value. - Only include objects with a Z coordinate (depth) less than this value. - - The number of results returned. - - + - Describes a collision. + Name of the Canvas' sorting layer. - + - The Collider we hit (Read Only). + Canvas' order within a sorting layer. - + - The contact points generated by the physics engine. + For Overlay mode, display index on which the UI canvas will appear. - + - The GameObject whose collider we are colliding with. (Read Only). + Event that is called just before Canvas rendering happens. + - + - The total impulse applied to this contact pair to resolve the collision. + Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas]. - + - The relative linear velocity of the two colliding objects (Read Only). + Force all canvases to update their content. - + - The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. + Returns the default material that can be used for rendering normal elements on the Canvas. - + - The Transform of the object we hit (Read Only). + Returns the default material that can be used for rendering text elements on the Canvas. - + - Information returned by a collision in 2D physics. + Gets or generates the ETC1 Material. + + The generated ETC1 Material from the Canvas. + - + - The incoming Collider2D involved in the collision. + A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. - + - The specific points of contact with the incoming Collider2D. + Set the alpha of the group. - + - Whether the collision was disabled or not. + Does this group block raycasting (allow collision). - + - The incoming GameObject involved in the collision. + Should the group ignore parent groups? - + - The relative linear velocity of the two colliding objects (Read Only). + Is the group interactable (are the elements beneath the group enabled). - + - The incoming Rigidbody2D involved in the collision. + Returns true if the Group allows raycasts. + + - + - The Transform of the incoming object involved in the collision. + A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. - + - The collision detection mode constants used for Rigidbody.collisionDetectionMode. + Depth of the renderer relative to the root canvas. - + - Continuous collision detection is on for colliding with static mesh geometry. + Indicates whether geometry emitted by this renderer is ignored. - + - Continuous collision detection is on for colliding with static and dynamic geometry. + True if any change has occured that would invalidate the positions of generated geometry. - + - Continuous collision detection is off for this Rigidbody. + Enable 'render stack' pop draw call. - + - Controls how collisions are detected when a Rigidbody2D moves. + True if rect clipping has been enabled on this renderer. +See Also: CanvasRenderer.EnableRectClipping, CanvasRenderer.DisableRectClipping. - + - Ensures that all collisions are detected when a Rigidbody2D moves. + Is the UIRenderer a mask component. - + - When a Rigidbody2D moves, only collisions at the new position are detected. + The number of materials usable by this renderer. - + - This mode is obsolete. You should use Discrete mode. + (Editor Only) Event that gets fired whenever the data in the CanvasRenderer gets invalidated and needs to be rebuilt. + - + - CollisionFlags is a bitmask returned by CharacterController.Move. + The number of materials usable by this renderer. Used internally for masking. - + - CollisionFlags is a bitmask returned by CharacterController.Move. + Depth of the renderer realative to the parent canvas. - + - CollisionFlags is a bitmask returned by CharacterController.Move. + Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). - - + The UIVertex list to split. + The destination list for the verts positions. + The destination list for the verts colors. + The destination list for the verts uv0s. + The destination list for the verts uv1s. + The destination list for the verts normals. + The destination list for the verts tangents. + + - CollisionFlags is a bitmask returned by CharacterController.Move. + Remove all cached vertices. - + - CollisionFlags is a bitmask returned by CharacterController.Move. + Convert a set of vertex components into a stream of UIVertex. + + + + + + + + - + - Representation of RGBA colors. + Disables rectangle clipping for this CanvasRenderer. - + - Alpha component of the color. + Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). + - + - Blue component of the color. + Get the current alpha of the renderer. - + - Solid black. RGBA is (0, 0, 0, 1). + Get the current color of the renderer. - + - Solid blue. RGBA is (0, 0, 1, 1). + Gets the current Material assigned to the CanvasRenderer. + The material index to retrieve (0 if this parameter is omitted). + + Result. + - + - Completely transparent. RGBA is (0, 0, 0, 0). + Gets the current Material assigned to the CanvasRenderer. + The material index to retrieve (0 if this parameter is omitted). + + Result. + - + - Cyan. RGBA is (0, 1, 1, 1). + Gets the current Material assigned to the CanvasRenderer. Used internally for masking. + - + - Green component of the color. + Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. + Alpha. - + - A version of the color that has had the gamma curve applied. + The Alpha Texture that will be passed to the Shader under the _AlphaTex property. + The Texture to be passed. - + - Gray. RGBA is (0.5, 0.5, 0.5, 1). + Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. + Renderer multiply color. - + - The grayscale value of the color. (Read Only) + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + Material for rendering. + Material texture overide. + Material index. - + - Solid green. RGBA is (0, 1, 0, 1). + Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. +See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture. + Material for rendering. + Material texture overide. + Material index. - + - English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). + Sets the Mesh used by this renderer. + - + - A linear value of an sRGB color. + Set the material for the canvas renderer. Used internally for masking. + + - + - Magenta. RGBA is (1, 0, 1, 1). + Sets the texture used by this renderer's material. + - + - Returns the maximum color component value: Max(r,g,b). + Set the vertices for the UIRenderer. + Array of vertices to set. + Number of vertices to set. - + - Red component of the color. + Set the vertices for the UIRenderer. + Array of vertices to set. + Number of vertices to set. - + - Solid red. RGBA is (1, 0, 0, 1). + Given a list of UIVertex, split the stream into it's component types. + + + + + + + + - + - Solid white. RGBA is (1, 1, 1, 1). + A capsule-shaped primitive collider. - + - Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! + The center of the capsule, measured in the object's local space. - + - Constructs a new Color with given r,g,b,a components. + The direction of the capsule. - Red component. - Green component. - Blue component. - Alpha component. - + - Constructs a new Color with given r,g,b components and sets a to 1. + The height of the capsule meased in the object's local space. - Red component. - Green component. - Blue component. - + - Creates an RGB colour from HSV input. + The radius of the sphere, measured in the object's local space. - Hue [0..1]. - Saturation [0..1]. - Value [0..1]. - Output HDR colours. If true, the returned colour will not be clamped to [0..1]. - - An opaque colour with HSV matching the input. - - + - Creates an RGB colour from HSV input. + A capsule-shaped primitive collider. - Hue [0..1]. - Saturation [0..1]. - Value [0..1]. - Output HDR colours. If true, the returned colour will not be clamped to [0..1]. - - An opaque colour with HSV matching the input. - - + - Colors can be implicitly converted to and from Vector4. + The direction that the capsule sides can extend. - - + - Colors can be implicitly converted to and from Vector4. + The width and height of the capsule area. - - + - Linearly interpolates between colors a and b by t. + The direction that the capsule sides can extend. - Color a - Color b - Float for combining a and b - + - Linearly interpolates between colors a and b by t. + The capsule sides extend horizontally. - - - - + - Divides color a by the float b. Each color component is scaled separately. + The capsule sides extend vertically. - - - + - Subtracts color b from color a. Each component is subtracted separately. + A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. - - - + - Multiplies two colors together. Each component is multiplied separately. + The center of the character's capsule relative to the transform's position. - - - + - Multiplies color a by the float b. Each color component is scaled separately. + What part of the capsule collided with the environment during the last CharacterController.Move call. - - - + - Multiplies color a by the float b. Each color component is scaled separately. + Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). - - - + - Adds two colors together. Each component is added separately. + Enables or disables overlap recovery. + Enables or disables overlap recovery. Used to depenetrate character controllers from static objects when an overlap is detected. - - - + - Calculates the hue, saturation and value of an RGB input color. + The height of the character's capsule. - An input color. - Output variable for hue. - Output variable for saturation. - Output variable for value. - + - Access the r, g, b,a components using [0], [1], [2], [3] respectively. + Was the CharacterController touching the ground during the last move? - + - Returns a nicely formatted string of this color. + The radius of the character's capsule. - - + - Returns a nicely formatted string of this color. + The character's collision skin width. - - + - Representation of RGBA colors in 32 bit format. + The character controllers slope limit in degrees. - + - Alpha component of the color. + The character controllers step offset in meters. - + - Blue component of the color. + The current relative velocity of the Character (see notes). - + - Green component of the color. + A more complex move function taking absolute movement deltas. + - + - Red component of the color. + Moves the character with speed. + - + - Constructs a new Color32 with given r, g, b, a components. + Specification for how to render a character from the font texture. See Font.characterInfo. - - - - - + - Color32 can be implicitly converted to and from Color. + The horizontal distance from the origin of this character to the origin of the next character. - - + - Color32 can be implicitly converted to and from Color. + The horizontal distance from the origin of this glyph to the begining of the glyph image. - - + - Linearly interpolates between colors a and b by t. + Is the character flipped? - - - - + - Linearly interpolates between colors a and b by t. + The height of the glyph image. - - - - + - Returns a nicely formatted string of this color. + The width of the glyph image. - - + - Returns a nicely formatted string of this color. + Unicode value of the character. - - + - Color space for player settings. + The maximum extend of the glyph image in the x-axis. - + - Gamma color space. + The maximum extend of the glyph image in the y-axis. - + - Linear color space. + The minium extend of the glyph image in the x-axis. - + - Uninitialized color space. + The minimum extend of the glyph image in the y-axis. - + - Attribute used to configure the usage of the ColorField and Color Picker for a color. + The size of the character or 0 if it is the default font size. - + - If set to true the Color is treated as a HDR color. + The style of the character. - + - Maximum allowed HDR color component value when using the HDR Color Picker. + UV coordinates for the character in the texture. - + - Maximum exposure value allowed in the HDR Color Picker. + The uv coordinate matching the bottom left of the glyph image in the font texture. - + - Minimum allowed HDR color component value when using the Color Picker. + The uv coordinate matching the bottom right of the glyph image in the font texture. - + - Minimum exposure value allowed in the HDR Color Picker. + The uv coordinate matching the top left of the glyph image in the font texture. - + - If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. + The uv coordinate matching the top right of the glyph image in the font texture. - + - Attribute for Color fields. Used for configuring the GUI for the color. + Screen coordinates for the character in generated text meshes. - If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. - Set to true if the color should be treated as a HDR color (default value: false). - Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). - Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). - Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). - Maximum exposure value allowed in the HDR Color Picker (default value: 3). - + - Attribute for Color fields. Used for configuring the GUI for the color. + How far to advance between the beginning of this charcater and the next. - If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. - Set to true if the color should be treated as a HDR color (default value: false). - Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). - Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). - Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). - Maximum exposure value allowed in the HDR Color Picker (default value: 3). - + - A collection of common color functions. + Character Joints are mainly used for Ragdoll effects. - + - Returns the color as a hexadecimal string in the format "RRGGBB". + Brings violated constraints back into alignment even when the solver fails. - The color to be converted. - - Hexadecimal string representing the color. - - + - Returns the color as a hexadecimal string in the format "RRGGBBAA". + The upper limit around the primary axis of the character joint. - The color to be converted. - - Hexadecimal string representing the color. - - + - Attempts to convert a html color string. + The lower limit around the primary axis of the character joint. - Case insensitive html string to be converted into a color. - The converted color. - - True if the string was successfully converted else false. - - + - Struct used to describe meshes to be combined using Mesh.CombineMeshes. + Set the angular tolerance threshold (in degrees) for projection. - + - Mesh to combine. + Set the linear tolerance threshold for projection. - + - Submesh index of the mesh. + The angular limit of rotation (in degrees) around the primary axis of the character joint. - + - Matrix to transform the mesh with before combining. + The angular limit of rotation (in degrees) around the primary axis of the character joint. - + - Interface into compass functionality. + The secondary axis around which the joint can rotate. - + - Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). + The configuration of the spring attached to the swing limits of the joint. - + - Accuracy of heading reading in degrees. + The configuration of the spring attached to the twist limits of the joint. - + - The heading in degrees relative to the magnetic North Pole. (Read Only) + Collider for 2D physics representing an circle. - + - The raw geomagnetic data measured in microteslas. (Read Only) + The center point of the collider in local space. - + - Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) + Radius of the circle. - + - The heading in degrees relative to the geographic North Pole. (Read Only) + The Cloth class provides an interface to cloth simulation physics. - + - Base class for everything attached to GameObjects. + Bending stiffness of the cloth. - + - The Animation attached to this GameObject (null if there is none attached). + An array of CapsuleColliders which this Cloth instance should collide with. - + - The AudioSource attached to this GameObject (null if there is none attached). + The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. - + - The Camera attached to this GameObject (null if there is none attached). + How much to increase mass of colliding particles. - + - The Collider attached to this GameObject (null if there is none attached). + Damp cloth motion. - + - The Collider2D component attached to the object. + Is this cloth enabled? - + - The ConstantForce attached to this GameObject (null if there is none attached). + A constant, external acceleration applied to the cloth. - + - The game object this component is attached to. A component is always attached to a game object. + The friction of the cloth when colliding with the character. - + - The GUIText attached to this GameObject (null if there is none attached). + The current normals of the cloth object. - + - The GUITexture attached to this GameObject (Read Only). (null if there is none attached). + A random, external acceleration applied to the cloth. - + - The HingeJoint attached to this GameObject (null if there is none attached). + Cloth's sleep threshold. - + - The Light attached to this GameObject (null if there is none attached). + An array of ClothSphereColliderPairs which this Cloth instance should collide with. - + - The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + Stretching stiffness of the cloth. - + - The ParticleEmitter attached to this GameObject (null if there is none attached). + Should gravity affect the cloth simulation? - + - The ParticleSystem attached to this GameObject (null if there is none attached). + Add one virtual particle per triangle to improve collision stability. - + - The Renderer attached to this GameObject (null if there is none attached). + The current vertex positions of the cloth object. - + - The Rigidbody attached to this GameObject (null if there is none attached). + How much world-space acceleration of the character will affect cloth vertices. - + - The Rigidbody2D that is attached to the Component's GameObject. + How much world-space movement of the character will affect cloth vertices. - + - The tag of this game object. + Clear the pending transform changes from affecting the cloth simulation. - + - The Transform attached to this GameObject (null if there is none attached). + Fade the cloth simulation in or out. + Fading enabled or not. + - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. - Name of the method to call. - Optional parameter to pass to the method (can be any value). - Should an error be raised if the method does not exist for a given target object? - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. - Name of the method to call. - Optional parameter to pass to the method (can be any value). - Should an error be raised if the method does not exist for a given target object? - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + Distance a vertex is allowed to travel from the skinned mesh vertex position. - Name of the method to call. - Optional parameter to pass to the method (can be any value). - Should an error be raised if the method does not exist for a given target object? - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + A pair of SphereColliders used to define shapes for Cloth objects to collide against. - Name of the method to call. - Optional parameter to pass to the method (can be any value). - Should an error be raised if the method does not exist for a given target object? - + - Is this game object tagged with tag ? + The first SphereCollider of a ClothSphereColliderPair. - The tag to compare. - + - Returns the component of Type type if the game object has one attached, null if it doesn't. + The second SphereCollider of a ClothSphereColliderPair. - The type of Component to retrieve. - + - Generic version. See the page for more details. + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. - + - Returns the component with name type if the game object has one attached, null if it doesn't. + Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. - + The first SphereCollider of a ClothSphereColliderPair. + The second SphereCollider of a ClothSphereColliderPair. - + - Returns the component of Type type in the GameObject or any of its children using depth first search. + Interface for reading and writing inputs in a Unity Cluster. - The type of Component to retrieve. - - A component of the matching type, if found. - - + - Generic version. See the page for more details. + Add a new VRPN input entry. - + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the input. - A component of the matching type, if found. + True if the operation succeed. - + - Returns the component of Type type in the GameObject or any of its parents. + Check the connection status of the device to the VRPN server it connected to. - The type of Component to retrieve. - - A component of the matching type, if found. - + Name of the input entry. - + - Generic version. See the page for more details. + Edit an input entry which added via ClusterInput.AddInput. - - A component of the matching type, if found. - + Name of the input entry. This has to be unique. + Device name registered to VRPN server. + URL to the vrpn server. + Index of the Input entry, refer to vrpn.cfg if unsure. + Type of the ClusterInputType as follow. - + - Returns all components of Type type in the GameObject. + Returns the axis value as a continous float. - The type of Component to retrieve. + Name of input to poll.c. - + - Generic version. See the page for more details. + Returns the binary value of a button. + Name of input to poll. - + - Returns all components of Type type in the GameObject or any of its children. + Return the position of a tracker as a Vector3. - The type of Component to retrieve. - Should Components on inactive GameObjects be included in the found set? + Name of input to poll. - + - Returns all components of Type type in the GameObject or any of its children. + Returns the rotation of a tracker as a Quaternion. - The type of Component to retrieve. - Should Components on inactive GameObjects be included in the found set? + Name of input to poll. - + - Generic version. See the page for more details. + Sets the axis value for this input. Only works for input typed Custom. - Should Components on inactive GameObjects be included in the found set? - - A list of all found components matching the specified type. - + Name of input to modify. + Value to set. - + - Generic version. See the page for more details. + Sets the button value for this input. Only works for input typed Custom. - - A list of all found components matching the specified type. - + Name of input to modify. + Value to set. - + - Returns all components of Type type in the GameObject or any of its parents. + Sets the tracker position for this input. Only works for input typed Custom. - The type of Component to retrieve. - Should inactive Components be included in the found set? + Name of input to modify. + Value to set. - + - Generic version. See the page for more details. + Sets the tracker rotation for this input. Only works for input typed Custom. - Should inactive Components be included in the found set? + Name of input to modify. + Value to set. - + - Generic version. See the page for more details. + Values to determine the type of input value to be expect from one entry of ClusterInput. - Should inactive Components be included in the found set? - + - Calls the method named methodName on every MonoBehaviour in this game object. + Device is an analog axis that provides continuous value represented by a float. - Name of the method to call. - Optional parameter for the method. - Should an error be raised if the target object doesn't implement the method for the message? - + - Calls the method named methodName on every MonoBehaviour in this game object. + Device that return a binary result of pressed or not pressed. - Name of the method to call. - Optional parameter for the method. - Should an error be raised if the target object doesn't implement the method for the message? - + - Calls the method named methodName on every MonoBehaviour in this game object. + A user customized input. - Name of the method to call. - Optional parameter for the method. - Should an error be raised if the target object doesn't implement the method for the message? - + - Calls the method named methodName on every MonoBehaviour in this game object. + Device that provide position and orientation values. - Name of the method to call. - Optional parameter for the method. - Should an error be raised if the target object doesn't implement the method for the message? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + A helper class that contains static method to inquire status of Unity Cluster. - Name of method to call. - Optional parameter value for the method. - Should an error be raised if the method does not exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Check whether the current instance is disconnected from the cluster network. - Name of method to call. - Optional parameter value for the method. - Should an error be raised if the method does not exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Check whether the current instance is a master node in the cluster network. - Name of method to call. - Optional parameter value for the method. - Should an error be raised if the method does not exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + To acquire or set the node index of the current machine from the cluster network. - Name of method to call. - Optional parameter value for the method. - Should an error be raised if the method does not exist on the target object? - + - Data buffer to hold data for compute shaders. + A base class of all colliders. - + - Number of elements in the buffer (Read Only). + The rigidbody the collider is attached to. - + - Size of one element in the buffer (Read Only). + The world space bounding volume of the collider. - + - Copy counter value of append/consume buffer into another buffer. + Contact offset value of this collider. - Append/consume buffer to copy the counter from. - A buffer to copy the counter to. - Target byte offset in dst. - + - Create a Compute Buffer. + Enabled Colliders will collide with other colliders, disabled Colliders won't. - Number of elements in the buffer. - Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. - Type of the buffer, default is ComputeBufferType.Default. - + - Create a Compute Buffer. + Is the collider a trigger? - Number of elements in the buffer. - Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. - Type of the buffer, default is ComputeBufferType.Default. - + - Read data values from the buffer into an array. + The material used by the collider. - An array to receive the data. - + - Release a Compute Buffer. + The shared physic material of this collider. - + - Sets counter value of append/consume buffer. + The closest point to the bounding box of the attached collider. - Value of the append/consume counter. + - + - Set the buffer with values from an array. + Casts a Ray that ignores all Colliders except this one. - Array of values to fill the buffer. + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the ray. + + True when the ray intersects any collider, otherwise false. + - + - ComputeBuffer type. + Parent class for collider types used with 2D gameplay. - + - Append-consume ComputeBuffer type. + The Rigidbody2D attached to the Collider2D's GameObject. - + - ComputeBuffer with a counter. + Get the bounciness used by the collider. - + - Default ComputeBuffer type. + The world space bounding area of the collider. - + - ComputeBuffer used for Graphics.DrawProceduralIndirect or ComputeShader.DispatchIndirect. + The density of the collider used to calculate its mass (when auto mass is enabled). - + - ComputeBuffer is attempted to be located in GPU memory. + Get the friction used by the collider. - + - ComputeBuffer used for Graphics.DrawProceduralIndirect or ComputeShader.DispatchIndirect. + Is this collider configured as a trigger? - + - Raw ComputeBuffer type. + The local offset of the collider geometry. - + - Compute Shader asset. + The number of separate shaped regions in the collider. - + - Execute a compute shader. + The PhysicsMaterial2D that is applied to this collider. - Which kernel to execute. A single compute shader asset can have multiple kernel entry points. - Number of work groups in the X dimension. - Number of work groups in the Y dimension. - Number of work groups in the Z dimension. - + - Execute a compute shader. + Whether the collider is used by an attached effector or not. - Which kernel to execute. A single compute shader asset can have multiple kernel entry points. - Buffer with dispatch arguments. - Byte offset where in the buffer the dispatch arguments are. - + - Find ComputeShader kernel index. + Casts the collider shape into the scene starting at the collider position ignoring the collider itself. - Name of kernel function. + Vector representing the direction to cast the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Should colliders attached to the same Rigidbody2D (known as sibling colliders) be ignored? - Kernel index, or -1 if not found. + The number of results returned. - + - Get kernel thread group sizes. + Check whether this collider is touching the collider or not. - Which kernel to query. A single compute shader asset can have multiple kernel entry points. - Thread group size in the X dimension. - Thread group size in the Y dimension. - Thread group size in the Z dimension. + The collider to check if it is touching this collider. + + Whether the collider is touching this collider or not. + - + - Checks whether a shader contains a given kernel. + Checks whether this collider is touching any colliders on the specified layerMask or not. - The name of the kernel to look for. + Any colliders on any of these layers count as touching. - True if the kernel is found, false otherwise. + Whether this collider is touching any collider on the specified layerMask or not. - + - Sets an input or output compute buffer. + Check if a collider overlaps a point in space. - For which kernel the buffer is being set. See FindKernel. - Name of the buffer variable in shader code. - Buffer to set. + A point in world space. + + Does point overlap the collider? + - + - Set a float parameter. + Casts a ray into the scene starting at the collider position ignoring the collider itself. - Variable name in shader code. - Value to set. + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + - + - Set multiple consecutive float parameters at once. + Describes a collision. - Array variable name in the shader code. - Value array to set. - + - Set an integer parameter. + The Collider we hit (Read Only). - Variable name in shader code. - Value to set. - + - Set multiple consecutive integer parameters at once. + The contact points generated by the physics engine. - Array variable name in the shader code. - Value array to set. - + - Set a texture parameter. + The GameObject whose collider we are colliding with. (Read Only). - For which kernel the texture is being set. See FindKernel. - Name of the buffer variable in shader code. - Texture to set. - + - Set a vector parameter. + The total impulse applied to this contact pair to resolve the collision. - Variable name in shader code. - Value to set. - + - The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. + The relative linear velocity of the two colliding objects (Read Only). - + - Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. + The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. - + - The configuration of the spring attached to the angular X limit of the joint. + The Transform of the object we hit (Read Only). - + - Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. + Information returned by a collision in 2D physics. - + - Boundary defining rotation restriction, based on delta from original rotation. + The incoming Collider2D involved in the collision. - + - Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. + The specific points of contact with the incoming Collider2D. - + - Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. + Whether the collision was disabled or not. - + - The configuration of the spring attached to the angular Y and angular Z limits of the joint. + The incoming GameObject involved in the collision. - + - Boundary defining rotation restriction, based on delta from original rotation. + The relative linear velocity of the two colliding objects (Read Only). - + - Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. + The incoming Rigidbody2D involved in the collision. - + - If enabled, all Target values will be calculated in world space instead of the object's local space. + The Transform of the incoming object involved in the collision. - + - Boundary defining upper rotation restriction, based on delta from original rotation. + The collision detection mode constants used for Rigidbody.collisionDetectionMode. - + - Boundary defining movement restriction, based on distance from the joint's origin. + Continuous collision detection is on for colliding with static mesh geometry. - + - The configuration of the spring attached to the linear limit of the joint. + Continuous collision detection is on for colliding with static and dynamic geometry. - + - Boundary defining lower rotation restriction, based on delta from original rotation. + Continuous collision detection is off for this Rigidbody. - + - Set the angular tolerance threshold (in degrees) for projection. - -If the joint deviates by more than this angle around its locked angular degrees of freedom, -the solver will move the bodies to close the angle. - -Setting a very small tolerance may result in simulation jitter or other artifacts. - -Sometimes it is not possible to project (for example when the joints form a cycle). + Controls how collisions are detected when a Rigidbody2D moves. - + - Set the linear tolerance threshold for projection. - -If the joint separates by more than this distance along its locked degrees of freedom, the solver -will move the bodies to close the distance. - -Setting a very small tolerance may result in simulation jitter or other artifacts. - -Sometimes it is not possible to project (for example when the joints form a cycle). + Ensures that all collisions are detected when a Rigidbody2D moves. - + - Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. + When a Rigidbody2D moves, only collisions at the new position are detected. - + - Control the object's rotation with either X & YZ or Slerp Drive by itself. + This mode is obsolete. You should use Discrete mode. - + - The joint's secondary axis. + CollisionFlags is a bitmask returned by CharacterController.Move. - + - Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. + CollisionFlags is a bitmask returned by CharacterController.Move. - + - If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. + CollisionFlags is a bitmask returned by CharacterController.Move. - + - This is a Vector3. It defines the desired angular velocity that the joint should rotate into. + CollisionFlags is a bitmask returned by CharacterController.Move. - + - The desired position that the joint should move into. + CollisionFlags is a bitmask returned by CharacterController.Move. - + - This is a Quaternion. It defines the desired rotation that the joint should rotate into. + Representation of RGBA colors. - + - The desired velocity that the joint should move along. + Alpha component of the color. - + - Definition of how the joint's movement will behave along its local X axis. + Blue component of the color. - + - Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. + Solid black. RGBA is (0, 0, 0, 1). - + - Definition of how the joint's movement will behave along its local Y axis. + Solid blue. RGBA is (0, 0, 1, 1). - + - Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. + Completely transparent. RGBA is (0, 0, 0, 0). - + - Definition of how the joint's movement will behave along its local Z axis. + Cyan. RGBA is (0, 1, 1, 1). - + - Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. + Green component of the color. - + - Constrains movement for a ConfigurableJoint along the 6 axes. + A version of the color that has had the gamma curve applied. - + - Motion along the axis will be completely free and completely unconstrained. + Gray. RGBA is (0.5, 0.5, 0.5, 1). - + - Motion along the axis will be limited by the respective limit. + The grayscale value of the color. (Read Only) - + - Motion along the axis will be locked. + Solid green. RGBA is (0, 1, 0, 1). - + - The various test results the connection tester may return with. + English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). - + - Some unknown error occurred. + A linear value of an sRGB color. - + - Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric. + Magenta. RGBA is (1, 0, 1, 1). - + - Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type. + Returns the maximum color component value: Max(r,g,b). - + - Address-restricted cone type, NAT punchthrough fully supported. + Red component of the color. - + - Full cone type, NAT punchthrough fully supported. + Solid red. RGBA is (1, 0, 0, 1). - + - Public IP address detected and game listen port is accessible to the internet. + Solid white. RGBA is (1, 1, 1, 1). - + - Public IP address detected but server is not initialized and no port is listening. + Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! - + - Public IP address detected but the port is not connectable from the internet. + Constructs a new Color with given r,g,b,a components. + Red component. + Green component. + Blue component. + Alpha component. - + - Test result undetermined, still in progress. + Constructs a new Color with given r,g,b components and sets a to 1. + Red component. + Green component. + Blue component. - + - A force applied constantly. + Creates an RGB colour from HSV input. + Hue [0..1]. + Saturation [0..1]. + Value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + - + - The force applied to the rigidbody every frame. + Creates an RGB colour from HSV input. + Hue [0..1]. + Saturation [0..1]. + Value [0..1]. + Output HDR colours. If true, the returned colour will not be clamped to [0..1]. + + An opaque colour with HSV matching the input. + - + - The force - relative to the rigid bodies coordinate system - applied every frame. + Colors can be implicitly converted to and from Vector4. + - + - The torque - relative to the rigid bodies coordinate system - applied every frame. + Colors can be implicitly converted to and from Vector4. + - + - The torque applied to the rigidbody every frame. + Linearly interpolates between colors a and b by t. + Color a + Color b + Float for combining a and b - + - Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. + Linearly interpolates between colors a and b by t. + + + - + - The linear force applied to the rigidbody each physics update. + Divides color a by the float b. Each color component is scaled separately. + + - + - The linear force, relative to the rigid-body coordinate system, applied each physics update. + Subtracts color b from color a. Each component is subtracted separately. + + - + - The torque applied to the rigidbody each physics update. + Multiplies two colors together. Each component is multiplied separately. + + - + - Describes a contact point where the collision occurs. + Multiplies color a by the float b. Each color component is scaled separately. + + - + - Normal of the contact point. + Multiplies color a by the float b. Each color component is scaled separately. + + - + - The other collider in contact at the point. + Adds two colors together. Each component is added separately. + + - + - The point of contact. + Calculates the hue, saturation and value of an RGB input color. + An input color. + Output variable for hue. + Output variable for saturation. + Output variable for value. - + - The distance between the colliders at the contact point. + Access the r, g, b,a components using [0], [1], [2], [3] respectively. - + - The first collider in contact at the point. + Returns a nicely formatted string of this color. + - + - Details about a specific point of contact involved in a 2D physics collision. + Returns a nicely formatted string of this color. + - + - The collider attached to the object receiving the collision message. + Representation of RGBA colors in 32 bit format. - + - Surface normal at the contact point. + Alpha component of the color. - + - The incoming collider involved in the collision at this contact point. + Blue component of the color. - + - The point of contact between the two colliders in world space. + Green component of the color. - + - The ContextMenu attribute allows you to add commands to the context menu. + Red component of the color. - + - Adds the function to the context menu of the component. + Constructs a new Color32 with given r, g, b, a components. - + + + + - + - Use this attribute to add a context menu to a field that calls a named method. + Color32 can be implicitly converted to and from Color. + - + - The name of the function that should be called. + Color32 can be implicitly converted to and from Color. + - + - The name of the context menu item. + Linearly interpolates between colors a and b by t. + + + - + - Use this attribute to add a context menu to a field that calls a named method. + Linearly interpolates between colors a and b by t. - The name of the context menu item. - The name of the function that should be called. + + + - + - ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. + Returns a nicely formatted string of this color. + - + - The collider that was hit by the controller. + Returns a nicely formatted string of this color. + - + - The controller that hit the collider. + Color space for player settings. - + - The game object that was hit by the controller. + Gamma color space. - + - The direction the CharacterController was moving in when the collision occured. + Linear color space. - + - How far the character has travelled until it hit the collider. + Uninitialized color space. - + - The normal of the surface we collided with in world space. + Attribute used to configure the usage of the ColorField and Color Picker for a color. - + - The impact point in world space. + If set to true the Color is treated as a HDR color. - + - The rigidbody that was hit by the controller. + Maximum allowed HDR color component value when using the HDR Color Picker. - + - The transform that was hit by the controller. + Maximum exposure value allowed in the HDR Color Picker. - + - MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions. + Minimum allowed HDR color component value when using the Color Picker. - + - Holds data for a single application crash event and provides access to all gathered crash reports. + Minimum exposure value allowed in the HDR Color Picker. - + - Returns last crash report, or null if no reports are available. + If false then the alpha bar is hidden in the ColorField and the alpha value is not shown in the Color Picker. - + - Returns all currently available reports in a new array. + Attribute for Color fields. Used for configuring the GUI for the color. + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). - + - Crash report data as formatted text. + Attribute for Color fields. Used for configuring the GUI for the color. + If false then the alpha channel info is hidden both in the ColorField and in the Color Picker. + Set to true if the color should be treated as a HDR color (default value: false). + Minimum allowed HDR color component value when using the HDR Color Picker (default value: 0). + Maximum allowed HDR color component value when using the HDR Color Picker (default value: 8). + Minimum exposure value allowed in the HDR Color Picker (default value: 1/8 = 0.125). + Maximum exposure value allowed in the HDR Color Picker (default value: 3). - + - Time, when the crash occured. + A collection of common color functions. - + - Remove report from available reports list. + Returns the color as a hexadecimal string in the format "RRGGBB". + The color to be converted. + + Hexadecimal string representing the color. + - + - Remove all reports from available reports list. + Returns the color as a hexadecimal string in the format "RRGGBBAA". + The color to be converted. + + Hexadecimal string representing the color. + - + - Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. + Attempts to convert a html color string. + Case insensitive html string to be converted into a color. + The converted color. + + True if the string was successfully converted else false. + - + - The default file name used by newly created instances of this type. + Struct used to describe meshes to be combined using Mesh.CombineMeshes. - + - The display name for this type shown in the Assets/Create menu. + Mesh to combine. - + - The position of the menu item within the Assets/Create menu. + Submesh index of the mesh. - + - Class for handling cube maps, Use this to create or modify existing. + Matrix to transform the mesh with before combining. - + - The format of the pixel data in the texture (Read Only). + Interface into compass functionality. - + - How many mipmap levels are in this texture (Read Only). + Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start(). - + - Actually apply all previous SetPixel and SetPixels changes. + Accuracy of heading reading in degrees. - When set to true, mipmap levels are recalculated. - When set to true, system memory copy of a texture is released. - + - Create a new empty cubemap texture. + The heading in degrees relative to the magnetic North Pole. (Read Only) - Width/height of a cube face in pixels. - Pixel data format to be used for the Cubemap. - Should mipmaps be created? - + - Returns pixel color at coordinates (face, x, y). + The raw geomagnetic data measured in microteslas. (Read Only) - - - - + - Returns pixel colors of a cubemap face. + Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) - The face from which pixel data is taken. - Mipmap level for the chosen face. - + - Sets pixel color at coordinates (face, x, y). + The heading in degrees relative to the geographic North Pole. (Read Only) - - - - - + - Sets pixel colors of a cubemap face. + Base class for everything attached to GameObjects. - Pixel data for the Cubemap face. - The face to which the new data should be applied. - The mipmap level for the face. - + - Performs smoothing of near edge regions. + The Animation attached to this GameObject. (Null if there is none attached). - Pixel distance at edges over which to apply smoothing. - + - Cubemap face. + The AudioSource attached to this GameObject. (Null if there is none attached). - + - Left facing side (-x). + The Camera attached to this GameObject. (Null if there is none attached). - + - Downward facing side (-y). + The Collider attached to this GameObject. (Null if there is none attached). - + - Backward facing side (-z). + The Collider2D component attached to the object. - + - Right facing side (+x). + The ConstantForce attached to this GameObject. (Null if there is none attached). - + - Upwards facing side (+y). + The game object this component is attached to. A component is always attached to a game object. - + - Forward facing side (+z). + The GUIText attached to this GameObject. (Null if there is none attached). - + - Cubemap face is unknown or unspecified. + The GUITexture attached to this GameObject (Read Only). (null if there is none attached). - + - Describes a set of bounding spheres that should have their visibility and distances maintained. + The HingeJoint attached to this GameObject. (Null if there is none attached). - + - Pauses culling group execution. + The Light attached to this GameObject. (Null if there is none attached). - + - Sets the callback that will be called when a sphere's visibility and/or distance state has changed. + The NetworkView attached to this GameObject (Read Only). (null if there is none attached). - + - Locks the CullingGroup to a specific camera. + The ParticleEmitter attached to this GameObject. (Null if there is none attached). - + - Create a CullingGroup. + The ParticleSystem attached to this GameObject. (Null if there is none attached). - + - Clean up all memory used by the CullingGroup immediately. + The Renderer attached to this GameObject. (Null if there is none attached). - + - Erase a given bounding sphere by moving the final sphere on top of it. + The Rigidbody attached to this GameObject. (Null if there is none attached). - The index of the entry to erase. - + - Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. + The Rigidbody2D that is attached to the Component's GameObject. - The index of the entry to erase. - An array of entries. - The number of entries in the array that are actually used. - + - Get the current distance band index of a given sphere. + The tag of this game object. - The index of the sphere. - - The sphere's current distance band index. - - + - Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + The Transform attached to this GameObject. - The index of the bounding sphere. - - True if the sphere is visible; false if it is invisible. - - + - Retrieve the indices of spheres that have particular visibility and/or distance states. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. - The distance band that retrieved spheres must be in. - An array that will be filled with the retrieved sphere indices. - The index of the sphere to begin searching at. - - The number of sphere indices found and written into the result array. - + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? - + - Retrieve the indices of spheres that have particular visibility and/or distance states. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. - The distance band that retrieved spheres must be in. - An array that will be filled with the retrieved sphere indices. - The index of the sphere to begin searching at. - - The number of sphere indices found and written into the result array. - + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? - + - Retrieve the indices of spheres that have particular visibility and/or distance states. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. - The distance band that retrieved spheres must be in. - An array that will be filled with the retrieved sphere indices. - The index of the sphere to begin searching at. - - The number of sphere indices found and written into the result array. - + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? - + - Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - An array of bounding distances. The distances should be sorted in increasing order. - An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. + Name of the method to call. + Optional parameter to pass to the method (can be any value). + Should an error be raised if the method does not exist for a given target object? - + - Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + Is this game object tagged with tag ? - An array of bounding distances. The distances should be sorted in increasing order. - An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. + The tag to compare. - + - Sets the number of bounding spheres in the bounding spheres array that are actually being used. + Returns the component of Type type if the game object has one attached, null if it doesn't. - The number of bounding spheres being used. + The type of Component to retrieve. - + - Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + Generic version. See the page for more details. - The BoundingSpheres to cull. - + - Set the reference point from which distance bands are measured. + Returns the component with name type if the game object has one attached, null if it doesn't. - A fixed point to measure the distance from. - A transform to measure the distance from. The transform's position will be automatically tracked. + - + - Set the reference point from which distance bands are measured. + Returns the component of Type type in the GameObject or any of its children using depth first search. - A fixed point to measure the distance from. - A transform to measure the distance from. The transform's position will be automatically tracked. + The type of Component to retrieve. + + A component of the matching type, if found. + - + - This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + Generic version. See the page for more details. - A CullingGroupEvent that provides information about the sphere that has changed. + + + A component of the matching type, if found. + - + - Provides information about the current and previous states of one sphere in a CullingGroup. + Returns the component of Type type in the GameObject or any of its parents. + The type of Component to retrieve. + + A component of the matching type, if found. + - + - The current distance band index of the sphere, after the most recent culling pass. + Generic version. See the page for more details. + + A component of the matching type, if found. + - + - Did this sphere change from being visible to being invisible in the most recent culling pass? + Returns all components of Type type in the GameObject. + The type of Component to retrieve. - + - Did this sphere change from being invisible to being visible in the most recent culling pass? + Generic version. See the page for more details. - + - The index of the sphere that has changed. + Returns all components of Type type in the GameObject or any of its children. + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? - + - Was the sphere considered visible by the most recent culling pass? + Returns all components of Type type in the GameObject or any of its children. + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? - + - The distance band index of the sphere before the most recent culling pass. + Generic version. See the page for more details. + Should Components on inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + - + - Was the sphere visible before the most recent culling pass? + Generic version. See the page for more details. + + A list of all found components matching the specified type. + - + - Cursor API for setting the cursor that is used for rendering. + Returns all components of Type type in the GameObject or any of its parents. + The type of Component to retrieve. + Should inactive Components be included in the found set? - + - How should the cursor be handled? + Generic version. See the page for more details. + Should inactive Components be included in the found set? - + - Should the cursor be visible? + Generic version. See the page for more details. + Should inactive Components be included in the found set? - + - Change the mouse cursor to the set texture OnMouseEnter. + Calls the method named methodName on every MonoBehaviour in this game object. + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? - + - Specify a custom cursor that you wish to use as a cursor. + Calls the method named methodName on every MonoBehaviour in this game object. - The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. - The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). - Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? - + - How the cursor should behave. + Calls the method named methodName on every MonoBehaviour in this game object. + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? - + - Confine cursor to the game window. + Calls the method named methodName on every MonoBehaviour in this game object. + Name of the method to call. + Optional parameter for the method. + Should an error be raised if the target object doesn't implement the method for the message? - + - Lock cursor to the center of the game window. + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? - + - Cursor behavior is unmodified. + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? - + - How should the custom cursor be rendered. + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? - + - Use hardware cursors on supported platforms. + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Name of method to call. + Optional parameter value for the method. + Should an error be raised if the method does not exist on the target object? - + - Force the use of software cursors. + Data buffer to hold data for compute shaders. - + - Base class for custom yield instructions to suspend coroutines. + Number of elements in the buffer (Read Only). - + - Indicates if coroutine should be kept suspended. + Size of one element in the buffer (Read Only). - + - Class containing methods to ease debugging while developing a game. + Copy counter value of append/consume buffer into another buffer. + Append/consume buffer to copy the counter from. + A buffer to copy the counter to. + Target byte offset in dst. - + - Reports whether the development console is visible. The development console cannot be made to appear using: + Create a Compute Buffer. + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default. - + - In the Build Settings dialog there is a check box called "Development Build". + Create a Compute Buffer. + Number of elements in the buffer. + Size of one element in the buffer. Has to match size of buffer type in the shader. See for cross-platform compatibility information. + Type of the buffer, default is ComputeBufferType.Default. - + - Get default debug logger. + Read data values from the buffer into an array. + An array to receive the data. - + - Assert a condition and logs a formatted error message to the Unity console on failure. + Retrieve a native (underlying graphics API) pointer to the buffer. - Condition you expect to be true. - Object to which the message applies. - String or object to be converted to string representation for display. + + Pointer to the underlying graphics API buffer. + - + - Assert a condition and logs a formatted error message to the Unity console on failure. + Release a Compute Buffer. - Condition you expect to be true. - Object to which the message applies. - String or object to be converted to string representation for display. - + - Assert a condition and logs a formatted error message to the Unity console on failure. + Sets counter value of append/consume buffer. - Condition you expect to be true. - Object to which the message applies. - String or object to be converted to string representation for display. + Value of the append/consume counter. - + - Assert a condition and logs a formatted error message to the Unity console on failure. + Set the buffer with values from an array. - Condition you expect to be true. - Object to which the message applies. - String or object to be converted to string representation for display. + Array of values to fill the buffer. - + - Assert a condition and logs a formatted error message to the Unity console on failure. + ComputeBuffer type. - Condition you expect to be true. - A composite format string. - Format arguments. - Object to which the message applies. - + - Assert a condition and logs a formatted error message to the Unity console on failure. + Append-consume ComputeBuffer type. - Condition you expect to be true. - A composite format string. - Format arguments. - Object to which the message applies. - + - Pauses the editor. + ComputeBuffer with a counter. - + - Clears errors from the developer console. + Default ComputeBuffer type. - + - Draws a line between specified start and end points. + ComputeBuffer used for Graphics.DrawProceduralIndirect or ComputeShader.DispatchIndirect. - Point in world space where the line should start. - Point in world space where the line should end. - Color of the line. - How long the line should be visible for. - Should the line be obscured by objects closer to the camera? - + - Draws a line between specified start and end points. + ComputeBuffer is attempted to be located in GPU memory. - Point in world space where the line should start. - Point in world space where the line should end. - Color of the line. - How long the line should be visible for. - Should the line be obscured by objects closer to the camera? - + - Draws a line between specified start and end points. + ComputeBuffer used for Graphics.DrawProceduralIndirect or ComputeShader.DispatchIndirect. - Point in world space where the line should start. - Point in world space where the line should end. - Color of the line. - How long the line should be visible for. - Should the line be obscured by objects closer to the camera? - + - Draws a line between specified start and end points. + Raw ComputeBuffer type. - Point in world space where the line should start. - Point in world space where the line should end. - Color of the line. - How long the line should be visible for. - Should the line be obscured by objects closer to the camera? - + - Draws a line from start to start + dir in world coordinates. + Compute Shader asset. - Point in world space where the ray should start. - Direction and length of the ray. - Color of the drawn line. - How long the line will be visible for (in seconds). - Should the line be obscured by other objects closer to the camera? - + - Draws a line from start to start + dir in world coordinates. + Execute a compute shader. - Point in world space where the ray should start. - Direction and length of the ray. - Color of the drawn line. - How long the line will be visible for (in seconds). - Should the line be obscured by other objects closer to the camera? + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Number of work groups in the X dimension. + Number of work groups in the Y dimension. + Number of work groups in the Z dimension. - + - Draws a line from start to start + dir in world coordinates. + Execute a compute shader. - Point in world space where the ray should start. - Direction and length of the ray. - Color of the drawn line. - How long the line will be visible for (in seconds). - Should the line be obscured by other objects closer to the camera? + Which kernel to execute. A single compute shader asset can have multiple kernel entry points. + Buffer with dispatch arguments. + Byte offset where in the buffer the dispatch arguments are. - + - Draws a line from start to start + dir in world coordinates. + Find ComputeShader kernel index. - Point in world space where the ray should start. - Direction and length of the ray. - Color of the drawn line. - How long the line will be visible for (in seconds). - Should the line be obscured by other objects closer to the camera? + Name of kernel function. + + Kernel index, or -1 if not found. + - + - Logs message to the Unity Console. + Get kernel thread group sizes. - String or object to be converted to string representation for display. - Object to which the message applies. + Which kernel to query. A single compute shader asset can have multiple kernel entry points. + Thread group size in the X dimension. + Thread group size in the Y dimension. + Thread group size in the Z dimension. - + - Logs message to the Unity Console. + Checks whether a shader contains a given kernel. - String or object to be converted to string representation for display. - Object to which the message applies. + The name of the kernel to look for. + + True if the kernel is found, false otherwise. + - + - A variant of Debug.Log that logs an assertion message to the console. + Set a bool parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - A variant of Debug.Log that logs an assertion message to the console. + Set a bool parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - Logs a formatted assertion message to the Unity console. + Sets an input or output compute buffer. - A composite format string. - Format arguments. - Object to which the message applies. + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. - + - Logs a formatted assertion message to the Unity console. + Sets an input or output compute buffer. - A composite format string. - Format arguments. - Object to which the message applies. + For which kernel the buffer is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Buffer to set. - + - A variant of Debug.Log that logs an error message to the console. + Set a float parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - A variant of Debug.Log that logs an error message to the console. + Set a float parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - Logs a formatted error message to the Unity console. + Set multiple consecutive float parameters at once. - A composite format string. - Format arguments. - Object to which the message applies. + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. - + - Logs a formatted error message to the Unity console. + Set multiple consecutive float parameters at once. - A composite format string. - Format arguments. - Object to which the message applies. + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. - + - A variant of Debug.Log that logs an error message to the console. + Set an integer parameter. - Object to which the message applies. - Runtime Exception. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - A variant of Debug.Log that logs an error message to the console. + Set an integer parameter. - Object to which the message applies. - Runtime Exception. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - Logs a formatted message to the Unity Console. + Set multiple consecutive integer parameters at once. - A composite format string. - Format arguments. - Object to which the message applies. + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. - + - Logs a formatted message to the Unity Console. + Set multiple consecutive integer parameters at once. - A composite format string. - Format arguments. - Object to which the message applies. + Array variable name in the shader code. + Property name ID, use Shader.PropertyToID to get it. + Value array to set. - + - A variant of Debug.Log that logs a warning message to the console. + Set a texture parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. - + - A variant of Debug.Log that logs a warning message to the console. + Set a texture parameter. - String or object to be converted to string representation for display. - Object to which the message applies. + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Texture to set. - + - Logs a formatted warning message to the Unity Console. + Set a texture parameter from a global texture property. - A composite format string. - Format arguments. - Object to which the message applies. + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. - + - Logs a formatted warning message to the Unity Console. + Set a texture parameter from a global texture property. - A composite format string. - Format arguments. - Object to which the message applies. + For which kernel the texture is being set. See FindKernel. + Property name ID, use Shader.PropertyToID to get it. + Name of the buffer variable in shader code. + Global texture property to assign to shader. + Property name ID, use Shader.PropertyToID to get it. - + - Attribute used to make a float, int, or string variable in a script be delayed. + Set a vector parameter. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - Attribute used to make a float, int, or string variable in a script be delayed. + Set a vector parameter. + Variable name in shader code. + Property name ID, use Shader.PropertyToID to get it. + Value to set. - + - Depth texture generation mode for Camera. + The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. - + - Generate a depth texture. + Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. - + - Generate a depth + normals texture. + The configuration of the spring attached to the angular X limit of the joint. - + - Specifies whether motion vectors should be rendered (if possible). + Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. - + - Do not generate depth texture (Default). + Boundary defining rotation restriction, based on delta from original rotation. - + - Detail prototype used by the Terrain GameObject. + Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. - + - Bend factor of the detailPrototype. + Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist. - + - Color when the DetailPrototypes are "dry". + The configuration of the spring attached to the angular Y and angular Z limits of the joint. - + - Color when the DetailPrototypes are "healthy". + Boundary defining rotation restriction, based on delta from original rotation. - + - Maximum height of the grass billboards (if render mode is GrassBillboard). + Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. - + - Maximum width of the grass billboards (if render mode is GrassBillboard). + If enabled, all Target values will be calculated in world space instead of the object's local space. - + - Minimum height of the grass billboards (if render mode is GrassBillboard). + Boundary defining upper rotation restriction, based on delta from original rotation. - + - Minimum width of the grass billboards (if render mode is GrassBillboard). + Boundary defining movement restriction, based on distance from the joint's origin. - + - How spread out is the noise for the DetailPrototype. + The configuration of the spring attached to the linear limit of the joint. - + - GameObject used by the DetailPrototype. + Boundary defining lower rotation restriction, based on delta from original rotation. - + - Texture used by the DetailPrototype. + Set the angular tolerance threshold (in degrees) for projection. + +If the joint deviates by more than this angle around its locked angular degrees of freedom, +the solver will move the bodies to close the angle. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). - + - Render mode for the DetailPrototype. + Set the linear tolerance threshold for projection. + +If the joint separates by more than this distance along its locked degrees of freedom, the solver +will move the bodies to close the distance. + +Setting a very small tolerance may result in simulation jitter or other artifacts. + +Sometimes it is not possible to project (for example when the joints form a cycle). - + - Render mode for detail prototypes. + Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts. - + - The detail prototype will use the grass shader. + Control the object's rotation with either X & YZ or Slerp Drive by itself. - + - The detail prototype will be rendered as billboards that are always facing the camera. + The joint's secondary axis. - + - Will show the prototype using diffuse shading. + Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. - + - Describes physical orientation of the device as determined by the OS. + If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. - + - The device is held parallel to the ground with the screen facing downwards. + This is a Vector3. It defines the desired angular velocity that the joint should rotate into. - + - The device is held parallel to the ground with the screen facing upwards. + The desired position that the joint should move into. - + - The device is in landscape mode, with the device held upright and the home button on the right side. + This is a Quaternion. It defines the desired rotation that the joint should rotate into. - + - The device is in landscape mode, with the device held upright and the home button on the left side. + The desired velocity that the joint should move along. - + - The device is in portrait mode, with the device held upright and the home button at the bottom. + Definition of how the joint's movement will behave along its local X axis. - + - The device is in portrait mode but upside down, with the device held upright and the home button at the top. + Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. - + - The orientation of the device cannot be determined. + Definition of how the joint's movement will behave along its local Y axis. - + - Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. - + - A stationary gaming console. + Definition of how the joint's movement will behave along its local Z axis. - + - Desktop or laptop computer. + Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. - + - A handheld device like mobile phone or a tablet. + Constrains movement for a ConfigurableJoint along the 6 axes. - + - Device type is unknown. You should never see this in practice. + Motion along the axis will be completely free and completely unconstrained. - + - Class for handling the connection between Editor and Player. -This connection can be established by connecting the profiler to the player. + Motion along the axis will be limited by the respective limit. - + - Returns true when Editor is connected to the player. When called in Editor, this function will always returns false. + Motion along the axis will be locked. - + - Send a file from the player to the editor and save it on disk. -You can specify either the absolute path or the relative path. When the path you specify is not absolute, it is relative to the project path. + The various test results the connection tester may return with. - File Path. - File contents. - + - Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. + Some unknown error occurred. - + - Provides access to a display / screen for rendering operations. + Port-restricted NAT type, can do NAT punchthrough to everyone except symmetric. - + - Color RenderBuffer. + Symmetric NAT type, cannot do NAT punchthrough to other symmetric types nor port restricted type. - + - Depth RenderBuffer. + Address-restricted cone type, NAT punchthrough fully supported. - + - The list of currently connected Displays. Contains at least one (main) display. + Full cone type, NAT punchthrough fully supported. - + - Main Display. + Public IP address detected and game listen port is accessible to the internet. - + - Vertical resolution that the display is rendering at. + Public IP address detected but server is not initialized and no port is listening. - + - Horizontal resolution that the display is rendering at. + Public IP address detected but the port is not connectable from the internet. - + - Vertical native display resolution. + Test result undetermined, still in progress. - + - Horizontal native display resolution. + A force applied constantly. - + - Activate an external display. Eg. Secondary Monitors connected to the System. + The force applied to the rigidbody every frame. - + - This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + The force - relative to the rigid bodies coordinate system - applied every frame. - Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). - Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). - Desired Refresh Rate. - + - Query relative mouse coordinates. + The torque - relative to the rigid bodies coordinate system - applied every frame. - Mouse Input Position as Coordinates. - + - Set rendering size and position on screen (Windows only). + The torque applied to the rigidbody every frame. - Change Window Width (Windows Only). - Change Window Height (Windows Only). - Change Window Position X (Windows Only). - Change Window Position Y (Windows Only). - + - Sets rendering resolution for the display. + Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. - Rendering width in pixels. - Rendering height in pixels. - + - Joint that keeps two Rigidbody2D objects a fixed distance apart. + The linear force applied to the rigidbody each physics update. - + - Should the distance be calculated automatically? + The linear force, relative to the rigid-body coordinate system, applied each physics update. - + - The distance separating the two ends of the joint. + The torque applied to the rigidbody each physics update. - + - Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. + Describes a contact point where the collision occurs. - + - A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. + Normal of the contact point. - + - Add a RectTransform to be driven. + The other collider in contact at the point. - The object to drive properties. - The RectTransform to be driven. - The properties to be driven. - + - Clear the list of RectTransforms being driven. + The point of contact. - + - An enumeration of transform properties that can be driven on a RectTransform by an object. + The distance between the colliders at the contact point. - + - Selects all driven properties. + The first collider in contact at the point. - + - Selects driven property RectTransform.anchoredPosition. + Details about a specific point of contact involved in a 2D physics collision. - + - Selects driven property RectTransform.anchoredPosition3D. + The collider attached to the object receiving the collision message. - + - Selects driven property RectTransform.anchoredPosition.x. + Surface normal at the contact point. - + - Selects driven property RectTransform.anchoredPosition.y. + The incoming collider involved in the collision at this contact point. - + - Selects driven property RectTransform.anchoredPosition3D.z. + The point of contact between the two colliders in world space. - + - Selects driven property combining AnchorMaxX and AnchorMaxY. + The ContextMenu attribute allows you to add commands to the context menu. - + - Selects driven property RectTransform.anchorMax.x. + Adds the function to the context menu of the component. + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. - + - Selects driven property RectTransform.anchorMax.y. + Adds the function to the context menu of the component. + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. - + - Selects driven property combining AnchorMinX and AnchorMinY. + Adds the function to the context menu of the component. + The name of the context menu item. + Whether this is a validate function (defaults to false). + Priority used to override the ordering of the menu items (defaults to 1000000). The lower the number the earlier in the menu it will appear. - + - Selects driven property RectTransform.anchorMin.x. + Use this attribute to add a context menu to a field that calls a named method. - + - Selects driven property RectTransform.anchorMin.y. + The name of the function that should be called. - + - Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. + The name of the context menu item. - + - Deselects all driven properties. + Use this attribute to add a context menu to a field that calls a named method. + The name of the context menu item. + The name of the function that should be called. - + - Selects driven property combining PivotX and PivotY. + ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. - + - Selects driven property RectTransform.pivot.x. + The collider that was hit by the controller. - + - Selects driven property RectTransform.pivot.y. + The controller that hit the collider. - + - Selects driven property Transform.localRotation. + The game object that was hit by the controller. - + - Selects driven property combining ScaleX, ScaleY && ScaleZ. + The direction the CharacterController was moving in when the collision occured. - + - Selects driven property Transform.localScale.x. + How far the character has travelled until it hit the collider. - + - Selects driven property Transform.localScale.y. + The normal of the surface we collided with in world space. - + - Selects driven property Transform.localScale.z. + The impact point in world space. - + - Selects driven property combining SizeDeltaX and SizeDeltaY. + The rigidbody that was hit by the controller. - + - Selects driven property RectTransform.sizeDelta.x. + The transform that was hit by the controller. - + - Selects driven property RectTransform.sizeDelta.y. + MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions. - + - Allows to control the dynamic Global Illumination. + Holds data for a single application crash event and provides access to all gathered crash reports. - + - Allows for scaling the contribution coming from realtime & static lightmaps. + Returns last crash report, or null if no reports are available. - + - When enabled, new dynamic Global Illumination output is shown in each frame. + Returns all currently available reports in a new array. - + - Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change". + Crash report data as formatted text. - + - Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. + Time, when the crash occured. - The Renderer that should get a new color. - The emissive Color. - + - Schedules an update of the environment texture. + Remove report from available reports list. - + - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + Remove all reports from available reports list. - The Renderer to use when searching for a system to update. - The Terrain to use when searching for systems to update. - - - - - + - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + Engine API for CrashReporting Service. - The Renderer to use when searching for a system to update. - The Terrain to use when searching for systems to update. - - - - - + - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true. - The Renderer to use when searching for a system to update. - The Terrain to use when searching for systems to update. - - - - - + - Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. + Mark a ScriptableObject-derived type to be automatically listed in the Assets/Create submenu, so that instances of the type can be easily created and stored in the project as ".asset" files. - + - Gets the number of edges. + The default file name used by newly created instances of this type. - + - Gets the number of points. + The display name for this type shown in the Assets/Create menu. - + - Get or set the points defining multiple continuous edges. + The position of the menu item within the Assets/Create menu. - + - Reset to a single edge consisting of two points. + Class for handling cube maps, Use this to create or modify existing. - + - A base class for all 2D effectors. + The format of the pixel data in the texture (Read Only). - + - The mask used to select specific layers allowed to interact with the effector. + How many mipmap levels are in this texture (Read Only). - + - Should the collider-mask be used or the global collision matrix? + Actually apply all previous SetPixel and SetPixels changes. + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. - + - The mode used to apply Effector2D forces. + Create a new empty cubemap texture. + Width/height of a cube face in pixels. + Pixel data format to be used for the Cubemap. + Should mipmaps be created? - + - The force is applied at a constant rate. + Returns pixel color at coordinates (face, x, y). + + + - + - The force is applied inverse-linear relative to a point. + Returns pixel colors of a cubemap face. + The face from which pixel data is taken. + Mipmap level for the chosen face. - + - The force is applied inverse-squared relative to a point. + Sets pixel color at coordinates (face, x, y). + + + + - + - Selects the source and/or target to be used by an Effector2D. + Sets pixel colors of a cubemap face. + Pixel data for the Cubemap face. + The face to which the new data should be applied. + The mipmap level for the face. - + - The source/target is defined by the Collider2D. + Performs smoothing of near edge regions. + Pixel distance at edges over which to apply smoothing. - + - The source/target is defined by the Rigidbody2D. + Class for handling Cubemap arrays. - + - Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + Number of cubemaps in the array (Read Only). - + - A UnityGUI event. + Texture format (Read Only). - + - Is Alt/Option key held down? (Read Only) + Actually apply all previous SetPixels changes. + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. - + - Which mouse button was pressed. + Create a new cubemap array. + Cubemap face size in pixels. + Number of elements in the cubemap array. + Format of the pixel data. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - Is Caps Lock on? (Read Only) + Create a new cubemap array. + Cubemap face size in pixels. + Number of elements in the cubemap array. + Format of the pixel data. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - The character typed. + Returns pixel colors of a single array slice/face. + Cubemap face to read pixels from. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors. + - + - How many consecutive mouse clicks have we received. + Returns pixel colors of a single array slice/face. + Cubemap face to read pixels from. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors in low precision (8 bits/channel) format. + - + - Is Command/Windows key held down? (Read Only) + Set pixel colors for a single array slice/face. + An array of pixel colors. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. - + - The name of an ExecuteCommand or ValidateCommand Event. + Set pixel colors for a single array slice/face. + An array of pixel colors in low precision (8 bits/channel) format. + Cubemap face to set pixels for. + Array element index to set pixels for. + Mipmap level to set pixels for. - + - Is Control key held down? (Read Only) + Cubemap face. - + - The current event that's being processed right now. + Left facing side (-x). - + - The relative movement of the mouse compared to last event. + Downward facing side (-y). - + - Index of display that the event belongs to. + Backward facing side (-z). - + - Is the current keypress a function key? (Read Only) + Right facing side (+x). - + - Is this event a keyboard event? (Read Only) + Upwards facing side (+y). - + - Is this event a mouse event? (Read Only) + Forward facing side (+z). - + - The raw key code for keyboard events. + Cubemap face is unknown or unspecified. - + - Which modifier keys are held down. + Describes a set of bounding spheres that should have their visibility and distances maintained. - + - The mouse position. + Pauses culling group execution. - + - Is the current keypress on the numeric keyboard? (Read Only) + Sets the callback that will be called when a sphere's visibility and/or distance state has changed. - + - Is Shift held down? (Read Only) + Locks the CullingGroup to a specific camera. - + - The type of event. + Create a CullingGroup. - + - Returns the current number of events that are stored in the event queue. + Clean up all memory used by the CullingGroup immediately. - - Current number of events currently in the event queue. - - + - Get a filtered event type for a given control ID. + Erase a given bounding sphere by moving the final sphere on top of it. - The ID of the control you are querying from. + The index of the entry to erase. - + - Create a keyboard event. + Erase a given entry in an arbitrary array by copying the final entry on top of it, then decrementing the number of entries used by one. - + The index of the entry to erase. + An array of entries. + The number of entries in the array that are actually used. - + - Get the next queued [Event] from the event system. + Get the current distance band index of a given sphere. - Next Event. + The index of the sphere. + + The sphere's current distance band index. + - + - Use this event. + Returns true if the bounding sphere at index is currently visible from any of the contributing cameras. + The index of the bounding sphere. + + True if the sphere is visible; false if it is invisible. + - + - Types of modifier key that can be active during a keystroke event. + Retrieve the indices of spheres that have particular visibility and/or distance states. + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + - + - Alt key. + Retrieve the indices of spheres that have particular visibility and/or distance states. + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + - + - Caps lock key. + Retrieve the indices of spheres that have particular visibility and/or distance states. + True if only visible spheres should be retrieved; false if only invisible spheres should be retrieved. + The distance band that retrieved spheres must be in. + An array that will be filled with the retrieved sphere indices. + The index of the sphere to begin searching at. + + The number of sphere indices found and written into the result array. + - + - Command key (Mac). + Set bounding distances for 'distance bands' the group should compute, as well as options for how spheres falling into each distance band should be treated. + An array of bounding distances. The distances should be sorted in increasing order. + An array of CullingDistanceBehaviour settings. The array should be the same length as the array provided to the distances parameter. It can also be omitted or passed as null, in which case all distances will be given CullingDistanceBehaviour.Normal behaviour. - + - Control key. + Sets the number of bounding spheres in the bounding spheres array that are actually being used. + The number of bounding spheres being used. - + - Function key. + Sets the array of bounding sphere definitions that the CullingGroup should compute culling for. + The BoundingSpheres to cull. - + - No modifier key pressed during a keystroke event. + Set the reference point from which distance bands are measured. + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. - + - Num lock key. + Set the reference point from which distance bands are measured. + A fixed point to measure the distance from. + A transform to measure the distance from. The transform's position will be automatically tracked. - + - Shift key. + This delegate is used for recieving a callback when a sphere's distance or visibility state has changed. + A CullingGroupEvent that provides information about the sphere that has changed. - + - THe mode that a listener is operating in. + Provides information about the current and previous states of one sphere in a CullingGroup. - + - The listener will bind to one argument bool functions. + The current distance band index of the sphere, after the most recent culling pass. - + - The listener will use the function binding specified by the even. + Did this sphere change from being visible to being invisible in the most recent culling pass? - + - The listener will bind to one argument float functions. + Did this sphere change from being invisible to being visible in the most recent culling pass? - + - The listener will bind to one argument int functions. + The index of the sphere that has changed. - + - The listener will bind to one argument Object functions. + Was the sphere considered visible by the most recent culling pass? - + - The listener will bind to one argument string functions. + The distance band index of the sphere before the most recent culling pass. - + - The listener will bind to zero argument functions. + Was the sphere visible before the most recent culling pass? - + - Zero argument delegate used by UnityEvents. + Cursor API for setting the cursor that is used for rendering. - + - One argument delegate used by UnityEvents. + How should the cursor be handled? - - + - Two argument delegate used by UnityEvents. + Should the cursor be visible? - - - + - Three argument delegate used by UnityEvents. + Change the mouse cursor to the set texture OnMouseEnter. - - - - + - Four argument delegate used by UnityEvents. + Specify a custom cursor that you wish to use as a cursor. - - - - + The texture to use for the cursor or null to set the default cursor. Note that a texture needs to be imported with "Read/Write enabled" in the texture importer (or using the "Cursor" defaults), in order to be used as a cursor. + The offset from the top left of the texture to use as the target point (must be within the bounds of the cursor). + Allow this cursor to render as a hardware cursor on supported platforms, or force software cursor. - + - A zero argument persistent callback that can be saved with the scene. + How the cursor should behave. - + - Add a non persistent listener to the UnityEvent. + Confine cursor to the game window. - Callback function. - + - Constructor. + Lock cursor to the center of the game window. - + - Invoke all registered callbacks (runtime and persistent). + Cursor behavior is unmodified. - + - Remove a non persistent listener from the UnityEvent. + How should the custom cursor be rendered. - Callback function. - + - One argument version of UnityEvent. + Use hardware cursors on supported platforms. - + - Two argument version of UnityEvent. + Force the use of software cursors. - + - Three argument version of UnityEvent. + Base class for custom yield instructions to suspend coroutines. - + - Four argument version of UnityEvent. + Indicates if coroutine should be kept suspended. - + - Abstract base class for UnityEvents. + Class containing methods to ease debugging while developing a game. - + - Get the number of registered persistent listeners. + Reports whether the development console is visible. The development console cannot be made to appear using: - + - Get the target method name of the listener at index index. + In the Build Settings dialog there is a check box called "Development Build". - Index of the listener to query. - + - Get the target component of the listener at index index. + Get default debug logger. - Index of the listener to query. - + - Given an object, function name, and a list of argument types; find the method that matches. + Assert a condition and logs an error message to the Unity console on failure. - Object to search for the method. - Function name to search for. - Argument types for the function. + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. - + - Remove all non-persisent (ie created from script) listeners from the event. + Assert a condition and logs an error message to the Unity console on failure. + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. - + - Modify the execution state of a persistent listener. + Assert a condition and logs an error message to the Unity console on failure. - Index of the listener to query. - State to set. + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. - + - Controls the scope of UnityEvent callbacks. + Assert a condition and logs an error message to the Unity console on failure. + Condition you expect to be true. + Object to which the message applies. + String or object to be converted to string representation for display. - + - Callback is always issued. + Assert a condition and logs a formatted error message to the Unity console on failure. + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. - + - Callback is not issued. + Assert a condition and logs a formatted error message to the Unity console on failure. + Condition you expect to be true. + A composite format string. + Format arguments. + Object to which the message applies. - + - Callback is only issued in the Runtime and Editor playmode. + Pauses the editor. - + - Types of UnityGUI input and processing events. + Clears errors from the developer console. - + - User has right-clicked (or control-clicked on the mac). + Draws a line between specified start and end points. + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? - + - Editor only: drag & drop operation exited. + Draws a line between specified start and end points. + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? - + - Editor only: drag & drop operation performed. + Draws a line between specified start and end points. + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? - + - Editor only: drag & drop operation updated. + Draws a line between specified start and end points. + Point in world space where the line should start. + Point in world space where the line should end. + Color of the line. + How long the line should be visible for. + Should the line be obscured by objects closer to the camera? - + - Execute a special command (eg. copy & paste). + Draws a line from start to start + dir in world coordinates. + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? - + - Event should be ignored. + Draws a line from start to start + dir in world coordinates. + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? - + - A keyboard key was pressed. + Draws a line from start to start + dir in world coordinates. + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? - + - A keyboard key was released. + Draws a line from start to start + dir in world coordinates. + Point in world space where the ray should start. + Direction and length of the ray. + Color of the drawn line. + How long the line will be visible for (in seconds). + Should the line be obscured by other objects closer to the camera? - + - A layout event. + Logs message to the Unity Console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Mouse button was pressed. + Logs message to the Unity Console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Mouse was dragged. + A variant of Debug.Log that logs an assertion message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Mouse was moved (editor views only). + A variant of Debug.Log that logs an assertion message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Mouse button was released. + Logs a formatted assertion message to the Unity console. + A composite format string. + Format arguments. + Object to which the message applies. - + - A repaint event. One is sent every frame. + Logs a formatted assertion message to the Unity console. + A composite format string. + Format arguments. + Object to which the message applies. - + - The scroll wheel was moved. + A variant of Debug.Log that logs an error message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Already processed event. + A variant of Debug.Log that logs an error message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Validates a special command (e.g. copy & paste). + Logs a formatted error message to the Unity console. + A composite format string. + Format arguments. + Object to which the message applies. - + - Makes a script execute in edit mode. + Logs a formatted error message to the Unity console. + A composite format string. + Format arguments. + Object to which the message applies. - + - Playable that plays an AnimationClip. Can be used as an input to an AnimationPlayable. + A variant of Debug.Log that logs an error message to the console. + Object to which the message applies. + Runtime Exception. - + - Applies Humanoid FootIK solver. + A variant of Debug.Log that logs an error message to the console. + Object to which the message applies. + Runtime Exception. - + - AnimationClip played by this playable. + Logs a formatted message to the Unity Console. + A composite format string. + Format arguments. + Object to which the message applies. - + - Duration in seconds. + Logs a formatted message to the Unity Console. + A composite format string. + Format arguments. + Object to which the message applies. - + - The count of ouputs on the Playable. Currently only 1 output is supported. + A variant of Debug.Log that logs a warning message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - The speed at which the AnimationClip is played. + A variant of Debug.Log that logs a warning message to the console. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + Logs a formatted warning message to the Unity Console. + A composite format string. + Format arguments. + Object to which the message applies. - + - Current time in seconds. + Logs a formatted warning message to the Unity Console. + A composite format string. + Format arguments. + Object to which the message applies. - + - You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + Attribute used to make a float, int, or string variable in a script be delayed. - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - - + - Creates an AnimationClipPlayable. + Attribute used to make a float, int, or string variable in a script be delayed. - - + - Call this method to release the resources associated to this Playable. + Depth texture generation mode for Camera. - + - Returns the Playable connected at the specified output index. + Generate a depth texture. - Index of the output. - - Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. + Generate a depth + normals texture. - + - Playable used to mix AnimationPlayables. + Specifies whether motion vectors should be rendered (if possible). - + - Duration in seconds. + Do not generate depth texture (Default). - + - The count of inputs on the Playable. This count includes slots that aren't connected to anything. + Detail prototype used by the Terrain GameObject. - + - The count of ouputs on the Playable. Currently only 1 output is supported. + Bend factor of the detailPrototype. - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + Color when the DetailPrototypes are "dry". - + - Current time in seconds. + Color when the DetailPrototypes are "healthy". - + - Adds an Playable as an input. + Maximum height of the grass billboards (if render mode is GrassBillboard). - The [[Playable] to connect. - - Returns the index of the port the playable was connected to. - - + - You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + Maximum width of the grass billboards (if render mode is GrassBillboard). - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - - + - Creates an AnimationMixerPlayable. + Minimum height of the grass billboards (if render mode is GrassBillboard). - + - Call this method to release the resources associated to this Playable. + Minimum width of the grass billboards (if render mode is GrassBillboard). - + - Returns the Playable connected at the specified index. + How spread out is the noise for the DetailPrototype. - Index of the input. - - Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Get the weight of the Playable at a specified index. + GameObject used by the DetailPrototype. - Index of the input. - - Weight of the input Playable. Returns -1 if there is no input connected at this input index. - - + - Returns the Playable connected at the specified output index. + Texture used by the DetailPrototype. - Index of the output. - - Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. + Render mode for the DetailPrototype. - + - Disconnects all input playables. + Render mode for detail prototypes. - - Returns false if the removal fails. - - + - Removes a playable from the list of inputs. + The detail prototype will use the grass shader. - Index of the playable to remove. - - Returns false if the removal could not be removed because it wasn't found. - - + - Sets an Playable as an input. + The detail prototype will be rendered as billboards that are always facing the camera. - Playable to be used as input. - Index of the input. - - Returns false if the operation could not be completed. - - + - Automatically creates an AnimationClipPlayable for each supplied AnimationClip, then sets them as inputs to the mixer. + Will show the prototype using diffuse shading. - AnimationClips to be used as inputs. - - Returns false if the creation of the AnimationClipPlayables failed, or if the connection failed. - - + - Add an enumerable of Playables as input. + Describes physical orientation of the device as determined by the OS. - Playable to add as input. - - Returns false if any of the connectiona failed. - - + - Sets the weight of an input. + The device is held parallel to the ground with the screen facing downwards. - Index of the input. - Weight of the input. - + - Base class for all animation related Playable classes. + The device is held parallel to the ground with the screen facing upwards. - + - Duration in seconds. + The device is in landscape mode, with the device held upright and the home button on the right side. - + - The count of inputs on the Playable. This count includes slots that aren't connected to anything. + The device is in landscape mode, with the device held upright and the home button on the left side. - + - The count of ouputs on the Playable. Currently only 1 output is supported. + The device is in portrait mode, with the device held upright and the home button at the bottom. - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + The device is in portrait mode but upside down, with the device held upright and the home button at the top. - + - Current time in seconds. + The orientation of the device cannot be determined. - + - Adds an Playable as an input. + Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. + +Windows Store Apps: tablets are treated as desktop machines, thus DeviceType.Handheld will only be returned for Windows Phones. - The [[Playable] to connect. - - Returns the index of the port the playable was connected to. - - + - You can use the CastTo operator to perform certain types of conversions between compatible reference types or nullable types. + A stationary gaming console. - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - - + - Call this method to release the resources allocated by the Playable. + Desktop or laptop computer. - + - Returns the Playable connected at the specified index. + A handheld device like mobile phone or a tablet. - Index of the input. - - Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Get the weight of the Playable at a specified index. + Device type is unknown. You should never see this in practice. - Index of the input. - - Weight of the input Playable. Returns -1 if there is no input connected at this input index. - - + - Returns the Playable connected at the specified output index. + Class for handling the connection between Editor and Player. +This connection can be established by connecting the profiler to the player. - Index of the output. - - Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable.. + Returns true when Editor is connected to the player. When called in Editor, this function will always returns false. - + - A Null AnimationPlayable used to create empty input connections. + Send a file from the player to the editor and save it on disk. +You can specify either the absolute path or the relative path. When the path you specify is not absolute, it is relative to the project path. + File Path. + File contents. - + - Disconnects all input playables. + Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. - - Returns false if the removal fails. - - + - Removes a playable from the list of inputs. + Provides access to a display / screen for rendering operations. - Index of the playable to remove. - - Returns false if the removal could not be removed because it wasn't found. - - + - Removes a playable from the list of inputs. + Color RenderBuffer. - The Playable to remove. - - Returns false if the removal could not be removed because it wasn't found. - - + - Sets an Playable as an input. + Depth RenderBuffer. - Playable to be used as input. - Index of the input. - - Returns false if the operation could not be completed. - - + - Replaces existing inputs with the supplied collection of Playable. + The list of currently connected Displays. Contains at least one (main) display. - Collection of Playables to be used as inputs. - - Returns false if the operation could not be completed. - - + - Set the weight of an input. + Main Display. - - - + - Playable that plays a RuntimeAnimatorController. Can be used as an input to an AnimationPlayable. + Vertical resolution that the display is rendering at. - + - RuntimeAnimatorController played by this playable. + Horizontal resolution that the display is rendering at. - + - Duration in seconds. + Vertical native display resolution. - + - See IAnimatorControllerPlayable.layerCount. + Horizontal native display resolution. - + - See IAnimatorControllerPlayable.parameterCount. + Activate an external display. Eg. Secondary Monitors connected to the System. - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + This overloaded function available for Windows allows specifying desired Window Width, Height and Refresh Rate. + Desired Width of the Window (for Windows only. On Linux and Mac uses Screen Width). + Desired Height of the Window (for Windows only. On Linux and Mac uses Screen Height). + Desired Refresh Rate. - + - Current time in seconds. + Query relative mouse coordinates. + Mouse Input Position as Coordinates. - + - You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + Set rendering size and position on screen (Windows only). - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - + Change Window Width (Windows Only). + Change Window Height (Windows Only). + Change Window Position X (Windows Only). + Change Window Position Y (Windows Only). - + - Creates an AnimatorControllerPlayable. + Sets rendering resolution for the display. - + Rendering width in pixels. + Rendering height in pixels. - + - See IAnimatorControllerPlayable.CrossFade. + Joint that keeps two Rigidbody2D objects a fixed distance apart. - - - - - - + - See IAnimatorControllerPlayable.CrossFade. + Should the distance be calculated automatically? - - - - - - + - See IAnimatorControllerPlayable.CrossFadeInFixedTime. + The distance separating the two ends of the joint. - - - - - - + - See IAnimatorControllerPlayable.CrossFadeInFixedTime. + Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. - - - - - - + - Call this method to release the resources allocated by the Playable. + A component can be designed to drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. - + - See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + Add a RectTransform to be driven. - + The object to drive properties. + The RectTransform to be driven. + The properties to be driven. - + - See IAnimatorControllerPlayable.GetBool. + Clear the list of RectTransforms being driven. - - - + - See IAnimatorControllerPlayable.GetBool. + An enumeration of transform properties that can be driven on a RectTransform by an object. - - - + - See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + Selects all driven properties. - - + - See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + Selects driven property RectTransform.anchoredPosition. - - + - See IAnimatorControllerPlayable.GetFloat. + Selects driven property RectTransform.anchoredPosition3D. - - - + - See IAnimatorControllerPlayable.GetFloat. + Selects driven property RectTransform.anchoredPosition.x. - - - + - See IAnimatorControllerPlayable.GetInteger. + Selects driven property RectTransform.anchoredPosition.y. - - - + - See IAnimatorControllerPlayable.GetInteger. + Selects driven property RectTransform.anchoredPosition3D.z. - - - + - See IAnimatorControllerPlayable.GetLayerIndex. + Selects driven property combining AnchorMaxX and AnchorMaxY. - - + - See IAnimatorControllerPlayable.GetLayerName. + Selects driven property RectTransform.anchorMax.x. - - + - See IAnimatorControllerPlayable.GetLayerWeight. + Selects driven property RectTransform.anchorMax.y. - - + - See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + Selects driven property combining AnchorMinX and AnchorMinY. - - + - See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + Selects driven property RectTransform.anchorMin.x. - - + - See AnimatorController.GetParameter. + Selects driven property RectTransform.anchorMin.y. - - + - See IAnimatorControllerPlayable.HasState. + Selects driven property combining AnchorMinX, AnchorMinY, AnchorMaxX and AnchorMaxY. - - - + - See IAnimatorControllerPlayable.IsInTransition. + Deselects all driven properties. - - + - See IAnimatorControllerPlayable.IsParameterControlledByCurve. + Selects driven property combining PivotX and PivotY. - - - + - See IAnimatorControllerPlayable.IsParameterControlledByCurve. + Selects driven property RectTransform.pivot.x. - - - + - Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. + Selects driven property RectTransform.pivot.y. - + - See IAnimatorControllerPlayable.Play. + Selects driven property Transform.localRotation. - - - - - + - See IAnimatorControllerPlayable.Play. + Selects driven property combining ScaleX, ScaleY && ScaleZ. - - - - - + - See IAnimatorControllerPlayable.PlayInFixedTime. + Selects driven property Transform.localScale.x. - - - - - + - See IAnimatorControllerPlayable.PlayInFixedTime. + Selects driven property Transform.localScale.y. - - - - - + - See IAnimatorControllerPlayable.ResetTrigger. + Selects driven property Transform.localScale.z. - - - + - See IAnimatorControllerPlayable.ResetTrigger. + Selects driven property combining SizeDeltaX and SizeDeltaY. - - - + - See IAnimatorControllerPlayable.SetBool. + Selects driven property RectTransform.sizeDelta.x. - - - - + - See IAnimatorControllerPlayable.SetBool. + Selects driven property RectTransform.sizeDelta.y. - - - - + - See IAnimatorControllerPlayable.SetFloat. + Allows to control the dynamic Global Illumination. - - - - + - See IAnimatorControllerPlayable.SetFloat. + Allows for scaling the contribution coming from realtime & static lightmaps. - - - - + - See IAnimatorControllerPlayable.SetInteger. + When enabled, new dynamic Global Illumination output is shown in each frame. - - - - + - See IAnimatorControllerPlayable.SetInteger. + Threshold for limiting updates of realtime GI. The unit of measurement is "percentage intensity change". - - - - + - See IAnimatorControllerPlayable.SetLayerWeight. + Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. - - + The Renderer that should get a new color. + The emissive Color. - + - See IAnimatorControllerPlayable.SetTrigger. + Schedules an update of the environment texture. - - - + - See IAnimatorControllerPlayable.SetTrigger. + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. - - + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + - + - To implement custom handling of AnimationPlayable, inherit from this class. + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + - + - Duration in seconds. + Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. + The Renderer to use when searching for a system to update. + The Terrain to use when searching for systems to update. + + + + - + - The count of inputs on the Playable. This count includes slots that aren't connected to anything. + Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. - + - The count of ouputs on the Playable. Currently only 1 output is supported. + Gets the number of edges. - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + Gets the number of points. - + - Current time in seconds. + Get or set the points defining multiple continuous edges. - + - Adds an Playable as an input. + Reset to a single edge consisting of two points. - The [[Playable] to connect. - - Returns the index of the port the playable was connected to. - - + - You can use the CastTo operator to perform certain types of conversions between compatible reference types or nullable types. + A base class for all 2D effectors. - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - - + - Call this method to release the resources associated to this Playable. + The mask used to select specific layers allowed to interact with the effector. - + - Returns the Playable connected at the specified index. + Should the collider-mask be used or the global collision matrix? - Index of the input. - - Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Get the weight of the Playable at a specified index. + The mode used to apply Effector2D forces. - Index of the input. - - Weight of the input Playable. Returns -1 if there is no input connected at this input index. - - + - Returns the Playable connected at the specified output index. + The force is applied at a constant rate. - Index of the output. - - Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - - + - Override this method to perform custom operations when the PlayState changes. + The force is applied inverse-linear relative to a point. - - + - Override this method to perform custom operations when the local time changes. + The force is applied inverse-squared relative to a point. - - + - Override this method to manage input connections and change weights on inputs. + Selects the source and/or target to be used by an Effector2D. - - + - Disconnects all input playables. + The source/target is defined by the Collider2D. - - Returns false if the removal fails. - - + - Removes a playable from the list of inputs. + The source/target is defined by the Rigidbody2D. - Index of the playable to remove. - - Returns false if the removal could not be removed because it wasn't found. - - + - Removes a playable from the list of inputs. + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. - The Playable to remove. - - Returns false if the removal could not be removed because it wasn't found. - - + - Sets an Playable as an input. + A UnityGUI event. - Playable to be used as input. - Index of the input. - - Returns false if the operation could not be completed. - - + - Replaces existing inputs with the supplied collection of Playable. + Is Alt/Option key held down? (Read Only) - Collection of Playables to be used as inputs. - - Returns false if the operation could not be completed. - - + - Set the weight of an input. + Which mouse button was pressed. - - - + - The DirectorPlayer is the base class for all components capable of playing a Experimental.Director.Playable tree. + Is Caps Lock on? (Read Only) - + - Returns the Player's current local time. + The character typed. - - Current local time. - - + - Returns the current Experimental.Director.DirectorUpdateMode. + How many consecutive mouse clicks have we received. - - Current update mode for this player. - - + - Starts playing a Experimental.Director.Playable tree. + Is Command/Windows key held down? (Read Only) - The root Experimental.Director.Playable in the tree. - - + - Sets the Player's local time. + The name of an ExecuteCommand or ValidateCommand Event. - The new local time. - + - Specifies the way the Player's will increment when it is playing. + Is Control key held down? (Read Only) - - + - Stop the playback of the Player and Experimental.Director.Playable. + The current event that's being processed right now. - + - Defines what time source is used to update a Director graph. + The relative movement of the mouse compared to last event. - + - Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. + Index of display that the event belongs to. - + - Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. + Is the current keypress a function key? (Read Only) - + - Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time. + Is this event a keyboard event? (Read Only) - + - Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. + Is this event a mouse event? (Read Only) - + - This structure contains the frame information a Playable receives in Playable.PrepareFrame. + The raw key code for keyboard events. - + - Time difference between this frame and the preceding frame in double precision. + Which modifier keys are held down. - + - Time difference between this frame and the preceding frame. + The mouse position. - + - Time difference between this frame and the preceding frame in double precision. + Is the current keypress on the numeric keyboard? (Read Only) - + - Current time at the start of the frame in double precision. + Is Shift held down? (Read Only) - + - Time speed multiplier in double precision. + The type of event. - + - Last frame's start time. + Returns the current number of events that are stored in the event queue. + + Current number of events currently in the event queue. + - + - Current time at the start of the frame. + Get a filtered event type for a given control ID. + The ID of the control you are querying from. - + - Time speed multiplier. 1 is normal speed, 0 is stopped. + Create a keyboard event. + - + - Frame update counter. Can be used to know when to initialize your Playable (when updateid is 0). + Get the next queued [Event] from the event system. + Next Event. - + - Generic playable used to blend ScriptPlayable. + Use this event. - + - You can use the as operator to perform certain types of conversions between compatible reference types or nullable types. + Types of modifier key that can be active during a keystroke event. - - Returns the Playable casted to the type specified, or Playable.Null if the cast failed. - - + - Creates an GenericMixerPlayable. + Alt key. - + - Call this method to release the resources associated to this Playable. + Caps lock key. - + - Interface for objects that can control an AnimatorController. + Command key (Mac). - + - The AnimatorController layer count. + Control key. - + - The number of AnimatorControllerParameters used by the AnimatorController. + Function key. - + - Creates a dynamic transition between the current state and the destination state. + No modifier key pressed during a keystroke event. - The name of the destination state. - The duration of the transition. Value is in source state normalized time. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Creates a dynamic transition between the current state and the destination state. + Num lock key. - The name of the destination state. - The duration of the transition. Value is in source state normalized time. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. + Shift key. - The name of the destination state. - The duration of the transition. Value is in seconds. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. + THe mode that a listener is operating in. - The name of the destination state. - The duration of the transition. Value is in seconds. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Gets the Transition information on a specified AnimatorController layer. + The listener will bind to one argument bool functions. - The layer's index. - + - See IAnimatorControllerPlayable.GetBool. + The listener will use the function binding specified by the even. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - See IAnimatorControllerPlayable.GetBool. + The listener will bind to one argument float functions. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Gets the list of AnimatorClipInfo currently played by the current state. + The listener will bind to one argument int functions. - The layer's index. - + - Gets the current State information on a specified AnimatorController layer. + The listener will bind to one argument Object functions. - The layer's index. - + - Gets the value of a float parameter. + The listener will bind to one argument string functions. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Gets the value of a float parameter. + The listener will bind to zero argument functions. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Gets the value of an integer parameter. + Zero argument delegate used by UnityEvents. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Gets the value of an integer parameter. + One argument delegate used by UnityEvents. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. + - + - Gets the index of the layer with specified name. + Two argument delegate used by UnityEvents. - The layer's name. - - The index of the layer. - + + - + - Gets name of the layer. + Three argument delegate used by UnityEvents. - The layer's index. + + + - + - Gets the layer's current weight. + Four argument delegate used by UnityEvents. - The layer's index. + + + + - + - Gets the list of AnimatorClipInfo currently played by the next state. + A zero argument persistent callback that can be saved with the scene. - The layer's index. - + - Gets the next State information on a specified AnimatorController layer. + Add a non persistent listener to the UnityEvent. - The layer's index. + Callback function. - + - Read only access to the AnimatorControllerParameters used by the animator. + Constructor. - The index of the parameter. - + - Returns true if the AnimatorState is present in the Animator's controller. For a state named State in sub state machine SubStateMachine of state machine StateMachine, the shortNameHash can be generated using Animator.StringToHash("State"), and the fullPathHash can be generated using Animator.StringToHash("StateMachine.SubStateMachine.State"). Typically, the name of the top level state machine is the name of the Layer. + Invoke all registered callbacks (runtime and persistent). - The layer's index. - The AnimatorState fullPathHash or shortNameHash. - + - Is the specified AnimatorController layer in a transition. + Remove a non persistent listener from the UnityEvent. - The layer's index. + Callback function. - + - Returns true if a parameter is controlled by an additional curve on an animation. + One argument version of UnityEvent. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Returns true if a parameter is controlled by an additional curve on an animation. + Two argument version of UnityEvent. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Plays a state. + Three argument version of UnityEvent. - The name of the state to play. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Plays a state. + Four argument version of UnityEvent. - The name of the state to play. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. + Abstract base class for UnityEvents. - The name of the state to play. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. + Get the number of registered persistent listeners. - The name of the state to play. - Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. - Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. - The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Resets the trigger parameter to false. + Get the target method name of the listener at index index. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. + Index of the listener to query. - + - Resets the trigger parameter to false. + Get the target component of the listener at index index. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. + Index of the listener to query. - + - See IAnimatorControllerPlayable.SetBool. + Given an object, function name, and a list of argument types; find the method that matches. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. + Object to search for the method. + Function name to search for. + Argument types for the function. - + - See IAnimatorControllerPlayable.SetBool. + Remove all non-persisent (ie created from script) listeners from the event. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets the value of a float parameter. + Modify the execution state of a persistent listener. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. + Index of the listener to query. + State to set. - + - Sets the value of a float parameter. + Controls the scope of UnityEvent callbacks. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets the value of an integer parameter. + Callback is always issued. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets the value of an integer parameter. + Callback is not issued. - The name of the parameter. - The new value for the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets the layer's current weight. + Callback is only issued in the Runtime and Editor playmode. - The layer's index. - The weight of the layer. - + - Sets a trigger parameter to active. -A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. + Types of UnityGUI input and processing events. - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets a trigger parameter to active. -A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. + User has right-clicked (or control-clicked on the mac). - The name of the parameter. - The id of the parameter. The id is generated using Animator::StringToHash. - + - Playables are customizable runtime objects that can be connected together in a tree to create complex behaviours. + Editor only: drag & drop operation exited. - + - Duration in seconds. + Editor only: drag & drop operation performed. - + - The count of inputs on the Playable. This count includes slots that aren't connected to anything. This is equivalent to, but much faster than calling GetInputs().Length. + Editor only: drag & drop operation updated. - + - The count of ouputs on the Playable. Currently only 1 output is supported. + Execute a special command (eg. copy & paste). - + - Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. + Event should be ignored. - + - Current local time for this Playable. + A keyboard key was pressed. - + - Use the CastTo method to perform a conversion between compatible Playable types. + A keyboard key was released. - - Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. - - + - Connects two Playables together. + A layout event. - Playable to be used as input. - Playable on which the input will be connected. - Optional index of the output on the source Playable. - Optional index of the input on the target Playable. - - Returns false if the operation could not be completed. - - + - Use this method to create instance of Playables. + Mouse button was pressed. - - The Type of Playable to create. - - + - Call this method to release the resources associated to this Playable. + Mouse was dragged. - + - Disconnects an input from a Playable. + Mouse was moved (editor views only). - Playable from which the input will be disconnected. - Index of the input to disconnect. - - + - Returns the Playable connected at the specified index. + Mouse button was released. - Index of the input. - - Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable.Disconnect. - - + - Returns a lists of the input Playables. + A repaint event. One is sent every frame. - List of Playables connected. This list can include nulls if Playables were disconnected from this Playable via Playable.Disconnect. - + - Get the weight of the Playable at a specified index. + The scroll wheel was moved. - Index of the Playable. - - - Weight of the input Playable. Returns -1 if there is no input connected at this input index. - - + - Returns the Playable connected at the specified output index. + Already processed event. - Index of the output. - - Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable.Disconnect. - - + - Get the list of ouputs connected on this Playable. + Validates a special command (e.g. copy & paste). - List of output Playables. - + - Use GetTypeOf to get the Type of Playable. + Makes all instances of a script execute in edit mode. - Playable you wish to know the type. - - The Type of Playable. - - + - Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. + Playable that plays an AnimationClip. Can be used as an input to an AnimationPlayable. - + - A Null Playable used to create empty input connections. + Applies Humanoid FootIK solver. - + - Sets the weight of an input. + AnimationClip played by this playable. - Index of the input. - Weight of the input. - - Returns false if there is no input Playable connected at that index. - - + - Status of a Playable. + Duration in seconds. - + - The Playable has been paused. Its local time will not advance. + The count of ouputs on the Playable. Currently only 1 output is supported. - + - The Playable is currently Playing. + The speed at which the AnimationClip is played. - + - Base class for all user-defined playables. + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - + - Spectrum analysis windowing types. + Current time in seconds. - + - W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ). + You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)). + Creates an AnimationClipPlayable. + - + - W[n] = 0.54 - (0.46 * COS(n/N) ). + Call this method to release the resources associated to this Playable. - + - W[n] = 0.5 * (1.0 - COS(n/N) ). + Returns the Playable connected at the specified output index. + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - W[n] = 1.0. + Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. - + - W[n] = TRI(2n/N). + Playable used to mix AnimationPlayables. - + - Filtering mode for textures. Corresponds to the settings in a. + Duration in seconds. - + - Bilinear filtering - texture samples are averaged. + The count of inputs on the Playable. This count includes slots that aren't connected to anything. - + - Point filtering - texture pixels become blocky up close. + The count of ouputs on the Playable. Currently only 1 output is supported. - + - Trilinear filtering - texture samples are averaged and also blended between mipmap levels. + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - + - The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. + Current time in seconds. - + - Connects two Rigidbody2D together at their anchor points using a configurable spring. + Adds an Playable as an input. + The [[Playable] to connect. + + Returns the index of the port the playable was connected to. + - + - The amount by which the spring force is reduced in proportion to the movement speed. + You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - The frequency at which the spring oscillates around the distance between the objects. + Creates an AnimationMixerPlayable. - + - The angle referenced between the two bodies used as the constraint for the joint. + Call this method to release the resources associated to this Playable. - + - A flare asset. Read more about flares in the. + Returns the Playable connected at the specified index. + Index of the input. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - FlareLayer component. + Get the weight of the Playable at a specified index. + Index of the input. + + Weight of the input Playable. Returns -1 if there is no input connected at this input index. + - + - Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus. + Returns the Playable connected at the specified output index. + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - This is a proper keyboard control. It can have input focus on all platforms. Used for TextField and TextArea controls. + Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. - + - This control can get keyboard focus on Windows, but not on Mac. Used for buttons, checkboxes and other "pressable" things. + Disconnects all input playables. + + Returns false if the removal fails. + - + - This control can never recieve keyboard focus. + Removes a playable from the list of inputs. + Index of the playable to remove. + + Returns false if the removal could not be removed because it wasn't found. + - + - Fog mode to use. + Sets an Playable as an input. + Playable to be used as input. + Index of the input. + + Returns false if the operation could not be completed. + - + - Exponential fog. + Automatically creates an AnimationClipPlayable for each supplied AnimationClip, then sets them as inputs to the mixer. + AnimationClips to be used as inputs. + + Returns false if the creation of the AnimationClipPlayables failed, or if the connection failed. + - + - Exponential squared fog (default). + Add an enumerable of Playables as input. + Playable to add as input. + + Returns false if any of the connectiona failed. + - + - Linear fog. + Sets the weight of an input. + Index of the input. + Weight of the input. - + - Script interface for. + Base class for all animation related Playable classes. - + - The ascent of the font. + Duration in seconds. - + - Access an array of all characters contained in the font texture. + The count of inputs on the Playable. This count includes slots that aren't connected to anything. - + - Is the font a dynamic font. + The count of ouputs on the Playable. Currently only 1 output is supported. - + - The default size of the font. + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - + - The line height of the font. + Current time in seconds. - + - The material used for the font display. + Adds an Playable as an input. + The [[Playable] to connect. + + Returns the index of the port the playable was connected to. + - + - Set a function to be called when the dynamic font texture is rebuilt. + You can use the CastTo operator to perform certain types of conversions between compatible reference types or nullable types. - + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - Creates a Font object which lets you render a font installed on the user machine. + Call this method to release the resources allocated by the Playable. - The name of the OS font to use for this font object. - The default character size of the generated font. - Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + + + Returns the Playable connected at the specified index. + + Index of the input. - The generate Font object. + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. - + - Creates a Font object which lets you render a font installed on the user machine. + Get the weight of the Playable at a specified index. - The name of the OS font to use for this font object. - The default character size of the generated font. - Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + Index of the input. - The generate Font object. + Weight of the input Playable. Returns -1 if there is no input connected at this input index. - + - Create a new Font. + Returns the Playable connected at the specified output index. - The name of the created Font object. + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - Create a new Font. + Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable.. - The name of the created Font object. - + - Get rendering info for a specific character. + A Null AnimationPlayable used to create empty input connections. - The character you need rendering information for. - Returns the CharacterInfo struct with the rendering information for the character (if available). - The size of the character (default value of zero will use font default size). - The style of the character. - + - Get rendering info for a specific character. + Disconnects all input playables. - The character you need rendering information for. - Returns the CharacterInfo struct with the rendering information for the character (if available). - The size of the character (default value of zero will use font default size). - The style of the character. + + Returns false if the removal fails. + - + - Get rendering info for a specific character. + Removes a playable from the list of inputs. - The character you need rendering information for. - Returns the CharacterInfo struct with the rendering information for the character (if available). - The size of the character (default value of zero will use font default size). - The style of the character. + Index of the playable to remove. + + Returns false if the removal could not be removed because it wasn't found. + - + - Returns the maximum number of verts that the text generator may return for a given string. + Removes a playable from the list of inputs. - Input string. + The Playable to remove. + + Returns false if the removal could not be removed because it wasn't found. + - + - Get names of fonts installed on the machine. + Sets an Playable as an input. + Playable to be used as input. + Index of the input. - An array of the names of all fonts installed on the machine. + Returns false if the operation could not be completed. - + - Does this font have a specific character? + Replaces existing inputs with the supplied collection of Playable. - The character to check for. + Collection of Playables to be used as inputs. - Whether or not the font has the character specified. + Returns false if the operation could not be completed. - + - Request characters to be added to the font texture (dynamic fonts only). + Set the weight of an input. - The characters which are needed to be in the font texture. - The size of the requested characters (the default value of zero will use the font's default size). - The style of the requested characters. + + - + - Font Style applied to GUI Texts, Text Meshes or GUIStyles. + Playable that plays a RuntimeAnimatorController. Can be used as an input to an AnimationPlayable. - + - Bold style applied to your texts. + RuntimeAnimatorController played by this playable. - + - Bold and Italic styles applied to your texts. + Duration in seconds. - + - Italic style applied to your texts. + See IAnimatorControllerPlayable.layerCount. - + - No special style is applied. + See IAnimatorControllerPlayable.parameterCount. - + - Option for how to apply a force using Rigidbody.AddForce. + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - + - Add a continuous acceleration to the rigidbody, ignoring its mass. + Current time in seconds. - + - Add a continuous force to the rigidbody, using its mass. + You can use the CastTo method to perform certain types of conversions between compatible reference types or nullable types. + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - Add an instant force impulse to the rigidbody, using its mass. + Creates an AnimatorControllerPlayable. + - + - Add an instant velocity change to the rigidbody, ignoring its mass. + See IAnimatorControllerPlayable.CrossFade. + + + + + - + - Option for how to apply a force using Rigidbody2D.AddForce. + See IAnimatorControllerPlayable.CrossFade. + + + + + - + - Add a force to the Rigidbody2D, using its mass. + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + - + - Add an instant force impulse to the rigidbody2D, using its mass. + See IAnimatorControllerPlayable.CrossFadeInFixedTime. + + + + + - + - Applies both force and torque to reduce both the linear and angular velocities to zero. + Call this method to release the resources allocated by the Playable. - + - The maximum force that can be generated when trying to maintain the friction joint constraint. + See IAnimatorControllerPlayable.GetAnimatorTransitionInfo. + - + - The maximum torque that can be generated when trying to maintain the friction joint constraint. + See IAnimatorControllerPlayable.GetBool. + + - + - Describes options for displaying movie playback controls. + See IAnimatorControllerPlayable.GetBool. + + - + - Do not display any controls, but cancel movie playback if input occurs. + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + - + - Display the standard controls for controlling movie playback. + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. + + - + - Do not display any controls. + See IAnimatorControllerPlayable.GetCurrentAnimatorClipInfoCount. + - + - Display minimal set of controls controlling movie playback. + See IAnimatorControllerPlayable.GetCurrentAnimatorStateInfo. + - + - Describes scaling modes for displaying movies. + See IAnimatorControllerPlayable.GetFloat. + + - + - Scale the movie until the movie fills the entire screen. + See IAnimatorControllerPlayable.GetFloat. + + - + - Scale the movie until one dimension fits on the screen exactly. + See IAnimatorControllerPlayable.GetInteger. + + - + - Scale the movie until both dimensions fit the screen exactly. + See IAnimatorControllerPlayable.GetInteger. + + - + - Do not scale the movie. + See IAnimatorControllerPlayable.GetLayerIndex. + - + - Base class for all entities in Unity scenes. + See IAnimatorControllerPlayable.GetLayerName. + - + - Is the GameObject active in the scene? + See IAnimatorControllerPlayable.GetLayerWeight. + - + - The local active state of this GameObject. (Read Only) + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + - + - The Animation attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + + - + - The AudioSource attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.GetNextAnimatorClipInfoCount. + - + - The Camera attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.GetNextAnimatorStateInfo. + - + - The Collider attached to this GameObject (Read Only). (null if there is none attached). + See AnimatorController.GetParameter. + - + - The Collider2D component attached to this object. + See IAnimatorControllerPlayable.HasState. + + - + - The ConstantForce attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.IsInTransition. + - + - The GUIText attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + - + - The GUITexture attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.IsParameterControlledByCurve. + + - + - The HingeJoint attached to this GameObject (Read Only). (null if there is none attached). + Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. - + - Editor only API that specifies if a game object is static. + See IAnimatorControllerPlayable.Play. + + + + - + - The layer the game object is in. A layer is in the range [0...31]. + See IAnimatorControllerPlayable.Play. + + + + - + - The Light attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + - + - The NetworkView attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.PlayInFixedTime. + + + + - + - The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.ResetTrigger. + + - + - The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.ResetTrigger. + + - + - The Renderer attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.SetBool. + + + - + - The Rigidbody attached to this GameObject (Read Only). (null if there is none attached). + See IAnimatorControllerPlayable.SetBool. + + + - + - The Rigidbody2D component attached to this GameObject. (Read Only) + See IAnimatorControllerPlayable.SetFloat. + + + - + - Scene that the GameObject is part of. + See IAnimatorControllerPlayable.SetFloat. + + + - + - The tag of this game object. + See IAnimatorControllerPlayable.SetInteger. + + + - + - The Transform attached to this GameObject. (null if there is none attached). + See IAnimatorControllerPlayable.SetInteger. + + + - + - Adds a component class named className to the game object. + See IAnimatorControllerPlayable.SetLayerWeight. - + + - + - Adds a component class of type componentType to the game object. C# Users can use a generic version. + See IAnimatorControllerPlayable.SetTrigger. - + + - + - Generic version. See the page for more details. + See IAnimatorControllerPlayable.SetTrigger. + + - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + To implement custom handling of AnimationPlayable, inherit from this class. - - - - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + Duration in seconds. - - - - + - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + The count of inputs on the Playable. This count includes slots that aren't connected to anything. - - - - + - + The count of ouputs on the Playable. Currently only 1 output is supported. - - - + - Is this game object tagged with tag ? + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - The tag to compare. - + - Creates a game object with a primitive mesh renderer and appropriate collider. + Current time in seconds. - The type of primitive object to create. - + - Creates a new game object, named name. + Adds an Playable as an input. - + The [[Playable] to connect. + + Returns the index of the port the playable was connected to. + - + - Creates a new game object. + You can use the CastTo operator to perform certain types of conversions between compatible reference types or nullable types. + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - Creates a game object and attaches the specified components. + Call this method to release the resources associated to this Playable. - - - + - Finds a game object by name and returns it. + Returns the Playable connected at the specified index. - + Index of the input. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. + Get the weight of the Playable at a specified index. - The name of the tag to search GameObjects for. + Index of the input. + + Weight of the input Playable. Returns -1 if there is no input connected at this input index. + - + - Returns one active GameObject tagged tag. Returns null if no GameObject was found. + Returns the Playable connected at the specified output index. - The tag to search for. + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected. + - + - Returns the component of Type type if the game object has one attached, null if it doesn't. + Override this method to perform custom operations when the PlayState changes. - The type of Component to retrieve. + - + - Generic version. See the page for more details. + Override this method to perform custom operations when the local time changes. + - + - Returns the component with name type if the game object has one attached, null if it doesn't. + Override this method to manage input connections and change weights on inputs. - The type of Component to retrieve. + - + - Returns the component of Type type in the GameObject or any of its children using depth first search. + Disconnects all input playables. - The type of Component to retrieve. - - A component of the matching type, if found. + Returns false if the removal fails. - + - Returns the component of Type type in the GameObject or any of its children using depth first search. + Removes a playable from the list of inputs. - The type of Component to retrieve. - + Index of the playable to remove. - A component of the matching type, if found. + Returns false if the removal could not be removed because it wasn't found. - + - Generic version. See the page for more details. + Removes a playable from the list of inputs. - + The Playable to remove. - A component of the matching type, if found. + Returns false if the removal could not be removed because it wasn't found. - + - Generic version. See the page for more details. + Sets an Playable as an input. - + Playable to be used as input. + Index of the input. - A component of the matching type, if found. + Returns false if the operation could not be completed. - + - Returns the component of Type type in the GameObject or any of its parents. + Replaces existing inputs with the supplied collection of Playable. - Type of component to find. + Collection of Playables to be used as inputs. + + Returns false if the operation could not be completed. + - + - Returns the component <T> in the GameObject or any of its parents. + Set the weight of an input. + + - + - Returns all components of Type type in the GameObject. + The DirectorPlayer is the base class for all components capable of playing a Experimental.Director.Playable tree. - The type of Component to retrieve. - + - Generic version. See the page for more details. + Returns the Player's current local time. + + Current local time. + - + - Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. + Returns the current Experimental.Director.DirectorUpdateMode. - The type of Component to retrieve. - List to receive the results. + + Current update mode for this player. + - + - Returns all components of Type type in the GameObject into List results. + Starts playing a Experimental.Director.Playable tree. - List of type T to receive the results. + The root Experimental.Director.Playable in the tree. + - + - Returns all components of Type type in the GameObject or any of its children. + Sets the Player's local time. - The type of Component to retrieve. - Should Components on inactive GameObjects be included in the found set? + The new local time. - + - Returns all components of Type type in the GameObject or any of its children. + Specifies the way the Player's will increment when it is playing. - The type of Component to retrieve. - Should Components on inactive GameObjects be included in the found set? + - + - Generic version. See the page for more details. + Stop the playback of the Player and Experimental.Director.Playable. - Should inactive GameObjects be included in the found set? - - A list of all found components matching the specified type. - - + - Generic version. See the page for more details. + Defines what time source is used to update a Director graph. - Should inactive GameObjects be included in the found set? - - A list of all found components matching the specified type. - - + - Return all found Components into List results. + Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio. - List to receive found Components. - Should inactive GameObjects be included in the found set? - + - Return all found Components into List results. + Update is based on Time.time. Use this for graphs that need to be synchronized on gameplay, and that need to be paused when the game is paused. - List to receive found Components. - Should inactive GameObjects be included in the found set? - + - Returns all components of Type type in the GameObject or any of its parents. + Update mode is manual. You need to manually call PlayerController.Tick with your own deltaTime. This can be useful for graphs that can be completely disconnected from the rest of the the game. Example: Localized Bullet time. - The type of Component to retrieve. - Should inactive Components be included in the found set? - + - Generic version. See the page for more details. + Update is based on Time.unscaledTime. Use this for graphs that need to be updated even when gameplay is paused. Example: Menus transitions need to be updated even when the game is paused. - Should inactive Components be included in the found set? - + - Generic version. See the page for more details. + This structure contains the frame information a Playable receives in Playable.PrepareFrame. - Should inactive Components be included in the found set? - + - Find Components in GameObject or parents, and return them in List results. + Time difference between this frame and the preceding frame in double precision. - Should inactive Components be included in the found set? - List holding the found Components. - + - Calls the method named methodName on every MonoBehaviour in this game object. + Time difference between this frame and the preceding frame. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object. + Time difference between this frame and the preceding frame in double precision. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object. + Current time at the start of the frame in double precision. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - + Time speed multiplier in double precision. - - - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Last frame's start time. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Current time at the start of the frame. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + Time speed multiplier. 1 is normal speed, 0 is stopped. - The name of the method to call. - An optional parameter value to pass to the called method. - Should an error be raised if the method doesn't exist on the target object? - + - + Frame update counter. Can be used to know when to initialize your Playable (when updateid is 0). - - - + - Activates/Deactivates the GameObject. + Generic playable used to blend ScriptPlayable. - Activate or deactivation the object. - + - Utility class for common geometric functions. + You can use the as operator to perform certain types of conversions between compatible reference types or nullable types. + + Returns the Playable casted to the type specified, or Playable.Null if the cast failed. + - + - Calculates frustum planes. + Creates an GenericMixerPlayable. - - + - Calculates frustum planes. + Call this method to release the resources associated to this Playable. - - + - Returns true if bounds are inside the plane array. + Interface for objects that can control an AnimatorController. - - - + - Gizmos are used to give visual debugging or setup aids in the scene view. + The AnimatorController layer count. - + - Sets the color for the gizmos that will be drawn next. + The number of AnimatorControllerParameters used by the AnimatorController. - + - Set the gizmo matrix used to draw all gizmos. + Creates a dynamic transition between the current state and the destination state. + The name of the destination state. + The duration of the transition. Value is in source state normalized time. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Draw a solid box with center and size. + Creates a dynamic transition between the current state and the destination state. - - + The name of the destination state. + The duration of the transition. Value is in source state normalized time. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. + Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. - The apex of the truncated pyramid. - Vertical field of view (ie, the angle at the apex in degrees). - Distance of the frustum's far plane. - Distance of the frustum's near plane. - Width/height ratio. + The name of the destination state. + The duration of the transition. Value is in seconds. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Draw a texture in the scene. + Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. - The size and position of the texture on the "screen" defined by the XY plane. - The texture to be displayed. - An optional material to apply the texture. - Inset from the rectangle's left edge. - Inset from the rectangle's right edge. - Inset from the rectangle's top edge. - Inset from the rectangle's bottom edge. + The name of the destination state. + The duration of the transition. Value is in seconds. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Draw a texture in the scene. + Gets the Transition information on a specified AnimatorController layer. - The size and position of the texture on the "screen" defined by the XY plane. - The texture to be displayed. - An optional material to apply the texture. - Inset from the rectangle's left edge. - Inset from the rectangle's right edge. - Inset from the rectangle's top edge. - Inset from the rectangle's bottom edge. + The layer's index. - + - Draw a texture in the scene. + See IAnimatorControllerPlayable.GetBool. - The size and position of the texture on the "screen" defined by the XY plane. - The texture to be displayed. - An optional material to apply the texture. - Inset from the rectangle's left edge. - Inset from the rectangle's right edge. - Inset from the rectangle's top edge. - Inset from the rectangle's bottom edge. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draw a texture in the scene. + See IAnimatorControllerPlayable.GetBool. - The size and position of the texture on the "screen" defined by the XY plane. - The texture to be displayed. - An optional material to apply the texture. - Inset from the rectangle's left edge. - Inset from the rectangle's right edge. - Inset from the rectangle's top edge. - Inset from the rectangle's bottom edge. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draw an icon at a position in the scene view. + Gets the list of AnimatorClipInfo currently played by the current state. - - - + The layer's index. - + - Draw an icon at a position in the scene view. + Gets the list of AnimatorClipInfo currently played by the current state. - - - + The layer's index. + Array to receive results. - + - Draws a line starting at from towards to. + This function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. - - + Layer's Index. + + Returns the count of AnimatorClipInfo for the current state. + - + - Draws a mesh. + Gets the current State information on a specified AnimatorController layer. - Mesh to draw as a gizmo. - Position (default is zero). - Rotation (default is no rotation). - Scale (default is no scale). - Submesh to draw (default is -1, which draws whole mesh). + The layer's index. - + - Draws a mesh. + Gets the value of a float parameter. - Mesh to draw as a gizmo. - Position (default is zero). - Rotation (default is no rotation). - Scale (default is no scale). - Submesh to draw (default is -1, which draws whole mesh). + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draws a ray starting at from to from + direction. + Gets the value of a float parameter. - - - + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draws a ray starting at from to from + direction. + Gets the value of an integer parameter. - - - + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draws a solid sphere with center and radius. + Gets the value of an integer parameter. - - + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Draw a wireframe box with center and size. + Gets the index of the layer with specified name. - - + The layer's name. + + The index of the layer. + - + - Draws a wireframe mesh. + Gets name of the layer. - Mesh to draw as a gizmo. - Position (default is zero). - Rotation (default is no rotation). - Scale (default is no scale). - Submesh to draw (default is -1, which draws whole mesh). + The layer's index. - + - Draws a wireframe mesh. + Gets the layer's current weight. - Mesh to draw as a gizmo. - Position (default is zero). - Rotation (default is no rotation). - Scale (default is no scale). - Submesh to draw (default is -1, which draws whole mesh). + The layer's index. - + - Draws a wireframe sphere with center and radius. + Gets the list of AnimatorClipInfo currently played by the next state. - - + The layer's index. - + - Low-level graphics library. + Gets the list of AnimatorClipInfo currently played by the next state. + The layer's index. + Array to receive results. - + - Select whether to invert the backface culling (true) or not (false). + This function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetNextAnimatorClipInfo. + Layer's Index. + + Returns the count of AnimatorClipInfo for the next state. + - + - The current modelview matrix. + Gets the next State information on a specified AnimatorController layer. + The layer's index. - + - Controls whether Linear-to-sRGB color conversion is performed while rendering. + Read only access to the AnimatorControllerParameters used by the animator. + The index of the parameter. - + - Should rendering be done in wireframe? + Returns true if the AnimatorState is present in the Animator's controller. For a state named State in sub state machine SubStateMachine of state machine StateMachine, the shortNameHash can be generated using Animator.StringToHash("State"), and the fullPathHash can be generated using Animator.StringToHash("StateMachine.SubStateMachine.State"). Typically, the name of the top level state machine is the name of the Layer. + The layer's index. + The AnimatorState fullPathHash or shortNameHash. - + - Begin drawing 3D primitives. + Is the specified AnimatorController layer in a transition. - Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + The layer's index. - + - Clear the current render buffer. + Returns true if a parameter is controlled by an additional curve on an animation. - Should the depth buffer be cleared? - Should the color buffer be cleared? - The color to clear with, used only if clearColor is true. - The depth to clear Z buffer with, used only if clearDepth is true. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Clear the current render buffer with camera's skybox. + Returns true if a parameter is controlled by an additional curve on an animation. - Should the depth buffer be cleared? - Camera to get projection parameters and skybox from. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets current vertex color. + Plays a state. - + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - End drawing 3D primitives. + Plays a state. + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Sends queued-up commands in the driver's command buffer to the GPU. + Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Compute GPU projection matrix from camera's projection matrix. + Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. - Source projection matrix. - Will this projection be used for rendering into a RenderTexture? - - Adjusted projection matrix for the current graphics API. - + The name of the state to play. + Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. + Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time. + The AnimatorState fullPathHash, nameHash or shortNameHash to play. Passing 0 will transition to self. - + - Invalidate the internally cached render state. + Resets the trigger parameter to false. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Send a user-defined event to a native code plugin. + Resets the trigger parameter to false. - User defined id to send to the callback. - Native code callback to queue for Unity's renderer to invoke. + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Send a user-defined event to a native code plugin. + See IAnimatorControllerPlayable.SetBool. - User defined id to send to the callback. - Native code callback to queue for Unity's renderer to invoke. + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Mode for Begin: draw lines. + See IAnimatorControllerPlayable.SetBool. + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Load the identity matrix to the current modelview matrix. + Sets the value of a float parameter. + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Helper function to set up an ortho perspective transform. + Sets the value of a float parameter. + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Setup a matrix for pixel-correct rendering. + Sets the value of an integer parameter. + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Setup a matrix for pixel-correct rendering. + Sets the value of an integer parameter. - - - - + The name of the parameter. + The new value for the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Load an arbitrary matrix to the current projection matrix. + Sets the layer's current weight. - + The layer's index. + The weight of the layer. - + - Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + Sets a trigger parameter to active. +A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. - - + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets current texture coordinate (x,y) for the actual texture unit. + Sets a trigger parameter to active. +A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. - - - + The name of the parameter. + The id of the parameter. The id is generated using Animator::StringToHash. - + - Sets current texture coordinate (x,y,z) to the actual texture unit. + Playables are customizable runtime objects that can be connected together in a tree to create complex behaviours. - - - - - + - Multiplies the current modelview matrix with the one specified. + Duration in seconds. - - + - Restores both projection and modelview matrices off the top of the matrix stack. + The count of inputs on the Playable. This count includes slots that aren't connected to anything. This is equivalent to, but much faster than calling GetInputs().Length. - + - Saves both projection and modelview matrices to the matrix stack. + The count of ouputs on the Playable. Currently only 1 output is supported. - + - Mode for Begin: draw quads. + Current Experimental.Director.PlayState of this playable. This indicates whether the Playable is currently playing or paused. - + - Resolves the render target for subsequent operations sampling from it. + Current local time for this Playable. - + - Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + Use the CastTo method to perform a conversion between compatible Playable types. - + + Returns the Playable casted to the type specified, throws InvalidCastException if the cast failed. + - + - Sets current texture coordinate (x,y) for all texture units. + Connects two Playables together. - - + Playable to be used as input. + Playable on which the input will be connected. + Optional index of the output on the source Playable. + Optional index of the input on the target Playable. + + Returns false if the operation could not be completed. + - + - Sets current texture coordinate (x,y,z) for all texture units. + Use this method to create instance of Playables. - - - + + The Type of Playable to create. + - + - Mode for Begin: draw triangle strip. + Call this method to release the resources associated to this Playable. - + - Mode for Begin: draw triangles. + Disconnects an input from a Playable. + Playable from which the input will be disconnected. + Index of the input to disconnect. + - + - Submit a vertex. + Returns the Playable connected at the specified index. - + Index of the input. + + Playable connected at the index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable.Disconnect. + - + - Submit a vertex. + Returns a lists of the input Playables. - - - + List of Playables connected. This list can include nulls if Playables were disconnected from this Playable via Playable.Disconnect. - + - Set the rendering viewport. + Get the weight of the Playable at a specified index. - + Index of the Playable. + + + Weight of the input Playable. Returns -1 if there is no input connected at this input index. + - + - Gradient used for animating colors. + Returns the Playable connected at the specified output index. + Index of the output. + + Playable connected at the output index specified, or null if the index is valid but is not connected to anything. This happens if there was once a Playable connected at the index, but was disconnected via Playable.Disconnect. + - + - All alpha keys defined in the gradient. + Get the list of ouputs connected on this Playable. + List of output Playables. - + - All color keys defined in the gradient. + Use GetTypeOf to get the Type of Playable. + Playable you wish to know the type. + + The Type of Playable. + - + - Create a new Gradient object. + Returns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable. - + - Calculate color at a given time. + A Null Playable used to create empty input connections. - Time of the key (0 - 1). - + - Setup Gradient with an array of color keys and alpha keys. + Sets the weight of an input. - Color keys of the gradient (maximum 8 color keys). - Alpha keys of the gradient (maximum 8 alpha keys). + Index of the input. + Weight of the input. + + Returns false if there is no input Playable connected at that index. + - + - Alpha key used by Gradient. + Status of a Playable. - + - Alpha channel of key. + The Playable has been paused. Its local time will not advance. - + - Time of the key (0 - 1). + The Playable is currently Playing. - + - Gradient alpha key. + Base class for all user-defined playables. - Alpha of key (0 - 1). - Time of the key (0 - 1). - + - Color key used by Gradient. + Spectrum analysis windowing types. - + - Color of key. + W[n] = 0.42 - (0.5 * COS(nN) ) + (0.08 * COS(2.0 * nN) ). - + - Time of the key (0 - 1). + W[n] = 0.35875 - (0.48829 * COS(1.0 * nN)) + (0.14128 * COS(2.0 * nN)) - (0.01168 * COS(3.0 * n/N)). - + - Gradient color key. + W[n] = 0.54 - (0.46 * COS(n/N) ). - Color of key. - Time of the key (0 - 1). - - + - Raw interface to Unity's drawing functions. + W[n] = 0.5 * (1.0 - COS(n/N) ). - + - Currently active color buffer (Read Only). + W[n] = 1.0. - + - Currently active depth/stencil buffer (Read Only). + W[n] = TRI(2n/N). - + - Copies source texture into destination render texture with a shader. + Filtering mode for textures. Corresponds to the settings in a. - Source texture. - Destination RenderTexture, or null to blit directly to screen. - Material to use. Material's shader could do some post-processing effect, for example. - If -1 (default), draws all passes in the material. Otherwise, draws given pass only. - + - Copies source texture into destination render texture with a shader. + Bilinear filtering - texture samples are averaged. - Source texture. - Destination RenderTexture, or null to blit directly to screen. - Material to use. Material's shader could do some post-processing effect, for example. - If -1 (default), draws all passes in the material. Otherwise, draws given pass only. - + - Copies source texture into destination render texture with a shader. + Point filtering - texture pixels become blocky up close. - Source texture. - Destination RenderTexture, or null to blit directly to screen. - Material to use. Material's shader could do some post-processing effect, for example. - If -1 (default), draws all passes in the material. Otherwise, draws given pass only. - + - Copies source texture into destination, for multi-tap shader. + Trilinear filtering - texture samples are averaged and also blended between mipmap levels. - Source texture. - Destination RenderTexture, or null to blit directly to screen. - Material to use for copying. Material's shader should do some post-processing effect. - Variable number of filtering offsets. Offsets are given in pixels. - + - Clear random write targets for Shader Model 5.0 level pixel shaders. + The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. - + - Copy texture contents. + Connects two Rigidbody2D together at their anchor points using a configurable spring. - Source texture. - Destination texture. - Source texture element (cubemap face, texture array layer or 3D texture depth slice). - Source texture mipmap level. - Destination texture element (cubemap face, texture array layer or 3D texture depth slice). - Destination texture mipmap level. - X coordinate of source texture region to copy (left side is zero). - Y coordinate of source texture region to copy (bottom is zero). - Width of source texture region to copy. - Height of source texture region to copy. - X coordinate of where to copy region in destination texture (left side is zero). - Y coordinate of where to copy region in destination texture (bottom is zero). - + - Copy texture contents. + The amount by which the spring force is reduced in proportion to the movement speed. - Source texture. - Destination texture. - Source texture element (cubemap face, texture array layer or 3D texture depth slice). - Source texture mipmap level. - Destination texture element (cubemap face, texture array layer or 3D texture depth slice). - Destination texture mipmap level. - X coordinate of source texture region to copy (left side is zero). - Y coordinate of source texture region to copy (bottom is zero). - Width of source texture region to copy. - Height of source texture region to copy. - X coordinate of where to copy region in destination texture (left side is zero). - Y coordinate of where to copy region in destination texture (bottom is zero). - + - Copy texture contents. + The frequency at which the spring oscillates around the distance between the objects. - Source texture. - Destination texture. - Source texture element (cubemap face, texture array layer or 3D texture depth slice). - Source texture mipmap level. - Destination texture element (cubemap face, texture array layer or 3D texture depth slice). - Destination texture mipmap level. - X coordinate of source texture region to copy (left side is zero). - Y coordinate of source texture region to copy (bottom is zero). - Width of source texture region to copy. - Height of source texture region to copy. - X coordinate of where to copy region in destination texture (left side is zero). - Y coordinate of where to copy region in destination texture (bottom is zero). - + - Draw a mesh. + The angle referenced between the two bodies used as the constraint for the joint. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + A flare asset. Read more about flares in the. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + FlareLayer component. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Used by GUIUtility.GetControlID to inform the IMGUI system if a given control can get keyboard focus. This allows the IMGUI system to give focus appropriately when a user presses tab for cycling between controls. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + This control can receive keyboard focus. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + This control can not receive keyboard focus. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Fog mode to use. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Exponential fog. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Exponential squared fog (default). - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Linear fog. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + Script interface for. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh. + The ascent of the font. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). - Material to use. - to use. - If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. - Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - Should the mesh cast shadows? - Should the mesh receive shadows? - Should the mesh use light probes? - If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. - - + - Draw a mesh immediately. + Access an array of all characters contained in the font texture. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. - Subset of the mesh to draw. - + - Draw a mesh immediately. + Is the font a dynamic font. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. - Subset of the mesh to draw. - + - Draw a mesh immediately. + The default size of the font. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. - Subset of the mesh to draw. - + - Draw a mesh immediately. + The line height of the font. - The Mesh to draw. - Position of the mesh. - Rotation of the mesh. - Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. - Subset of the mesh to draw. - + - Draws a fully procedural geometry on the GPU. + The material used for the font display. - - - - + - Draws a fully procedural geometry on the GPU. + Set a function to be called when the dynamic font texture is rebuilt. - Topology of the procedural geometry. - Buffer with draw arguments. - Byte offset where in the buffer the draw arguments are. + - + - Draw a texture in screen coordinates. + Creates a Font object which lets you render a font installed on the user machine. - Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. - Texture to draw. - Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. - Number of pixels from the left that are not affected by scale. - Number of pixels from the right that are not affected by scale. - Number of pixels from the top that are not affected by scale. - Number of pixels from the bottom that are not affected by scale. - Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. - Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + - + - Draw a texture in screen coordinates. + Creates a Font object which lets you render a font installed on the user machine. - Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. - Texture to draw. - Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. - Number of pixels from the left that are not affected by scale. - Number of pixels from the right that are not affected by scale. - Number of pixels from the top that are not affected by scale. - Number of pixels from the bottom that are not affected by scale. - Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. - Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + The name of the OS font to use for this font object. + The default character size of the generated font. + Am array of names of OS fonts to use for this font object. When rendering characters using this font object, the first font which is installed on the machine, which contains the requested character will be used. + + The generate Font object. + - + - Draw a texture in screen coordinates. + Create a new Font. - Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. - Texture to draw. - Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. - Number of pixels from the left that are not affected by scale. - Number of pixels from the right that are not affected by scale. - Number of pixels from the top that are not affected by scale. - Number of pixels from the bottom that are not affected by scale. - Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. - Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + The name of the created Font object. - + - Draw a texture in screen coordinates. + Create a new Font. - Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. - Texture to draw. - Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. - Number of pixels from the left that are not affected by scale. - Number of pixels from the right that are not affected by scale. - Number of pixels from the top that are not affected by scale. - Number of pixels from the bottom that are not affected by scale. - Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. - Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + The name of the created Font object. - + - Execute a command buffer. + Get rendering info for a specific character. - The buffer to execute. + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. - + - Set random write target for Shader Model 5.0 level pixel shaders. + Get rendering info for a specific character. - Index of the random write target in the shader. - RenderTexture to set as write target. - Whether to leave the append/consume counter value unchanged. + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. - + - Set random write target for Shader Model 5.0 level pixel shaders. + Get rendering info for a specific character. - Index of the random write target in the shader. - RenderTexture to set as write target. - Whether to leave the append/consume counter value unchanged. + The character you need rendering information for. + Returns the CharacterInfo struct with the rendering information for the character (if available). + The size of the character (default value of zero will use font default size). + The style of the character. - + - Sets current render target. + Returns the maximum number of verts that the text generator may return for a given string. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. + Input string. - + - Sets current render target. + Get names of fonts installed on the machine. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. + + An array of the names of all fonts installed on the machine. + - + - Sets current render target. + Does this font have a specific character? - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. + The character to check for. + + Whether or not the font has the character specified. + - + - Sets current render target. + Request characters to be added to the font texture (dynamic fonts only). - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. + The characters which are needed to be in the font texture. + The size of the requested characters (the default value of zero will use the font's default size). + The style of the requested characters. - + - Sets current render target. + Font Style applied to GUI Texts, Text Meshes or GUIStyles. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - Sets current render target. + Bold style applied to your texts. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - Sets current render target. + Bold and Italic styles applied to your texts. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - Sets current render target. + Italic style applied to your texts. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - Sets current render target. + No special style is applied. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - Sets current render target. + Option for how to apply a force using Rigidbody.AddForce. - RenderTexture to set as active render target. - Mipmap level to render into (use 0 if not mipmapped). - Cubemap face to render into (use Unknown if not a cubemap). - Depth slice to render into (use 0 if not a 3D or 2DArray render target). - Color buffer to render into. - Depth buffer to render into. - Color buffers to render into (for multiple render target effects). - Full render target setup information. - + - The GUI class is the interface for Unity's GUI with manual positioning. + Add a continuous acceleration to the rigidbody, ignoring its mass. - + - Global tinting color for all background elements rendered by the GUI. + Add a continuous force to the rigidbody, using its mass. - + - Returns true if any controls changed the value of the input data. + Add an instant force impulse to the rigidbody, using its mass. - + - Global tinting color for the GUI. + Add an instant velocity change to the rigidbody, ignoring its mass. - + - Tinting color for all text rendered by the GUI. + Option for how to apply a force using Rigidbody2D.AddForce. - + - The sorting depth of the currently executing GUI behaviour. + Add a force to the Rigidbody2D, using its mass. - + - Is the GUI enabled? + Add an instant force impulse to the rigidbody2D, using its mass. - + - The GUI transform matrix. + Applies both force and torque to reduce both the linear and angular velocities to zero. - + - The global skin to use. + The maximum force that can be generated when trying to maintain the friction joint constraint. - + - The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). + The maximum torque that can be generated when trying to maintain the friction joint constraint. - + - Begin a group. Must be matched with a call to EndGroup. + Describes options for displaying movie playback controls. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Do not display any controls, but cancel movie playback if input occurs. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Display the standard controls for controlling movie playback. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Do not display any controls. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Display minimal set of controls controlling movie playback. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Describes scaling modes for displaying movies. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Scale the movie until the movie fills the entire screen. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a group. Must be matched with a call to EndGroup. + Scale the movie until one dimension fits on the screen exactly. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. - + - Begin a scrolling view inside your GUI. + Scale the movie until both dimensions fit the screen exactly. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin a scrolling view inside your GUI. + Do not scale the movie. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin a scrolling view inside your GUI. + Base class for all entities in Unity scenes. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin a scrolling view inside your GUI. + Is the GameObject active in the scene? - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The local active state of this GameObject. (Read Only) - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The Animation attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The AudioSource attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The Camera attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The Collider attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + The Collider2D component attached to this object. - Rectangle on the screen to use for the box. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - + - Bring a specific window to back of the floating windows. + The ConstantForce attached to this GameObject (Read Only). (Null if there is none attached). - The identifier used when you created the window in the Window call. - + - Bring a specific window to front of the floating windows. + The GUIText attached to this GameObject (Read Only). (Null if there is none attached). - The identifier used when you created the window in the Window call. - + - Make a single press button. The user clicks them and something happens immediately. + The GUITexture attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + The HingeJoint attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Editor only API that specifies if a game object is static. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + The layer the game object is in. A layer is in the range [0...31]. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + The Light attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + The NetworkView attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - true when the users clicks the button. - - + - Make a window draggable. + The ParticleEmitter attached to this GameObject (Read Only). (Null if there is none attached). - The part of the window that can be dragged. This is clipped to the actual window. - + - If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. + The ParticleSystem attached to this GameObject (Read Only). (Null if there is none attached). - + - Draw a texture within a rectangle. + The Renderer attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to apply alpha blending when drawing the image (enabled by default). - Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. - + - Draw a texture within a rectangle. + The Rigidbody attached to this GameObject (Read Only). (Null if there is none attached). - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to apply alpha blending when drawing the image (enabled by default). - Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. - + - Draw a texture within a rectangle. + The Rigidbody2D component attached to this GameObject. (Read Only) - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to apply alpha blending when drawing the image (enabled by default). - Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. - + - Draw a texture within a rectangle. + Scene that the GameObject is part of. - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to apply alpha blending when drawing the image (enabled by default). - Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. - + - Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + The tag of this game object. - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. - + - Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + The Transform attached to this GameObject. - Rectangle on the screen to draw the texture within. - Texture to display. - How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. - Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. - + - End a group. + Adds a component class named className to the game object. + - + - Ends a scrollview started with a call to BeginScrollView. + Adds a component class of type componentType to the game object. C# Users can use a generic version. - + - + - Ends a scrollview started with a call to BeginScrollView. + Generic version. See the page for more details. - - + - Move keyboard focus to a named control. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - Name set using SetNextControlName. + + + - + - Make a window become the active window. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - The identifier used when you created the window in the Window call. + + + - + - Get the name of named control that has focus. + Calls the method named methodName on every MonoBehaviour in this game object or any of its children. + + + - + - Disposable helper class for managing BeginGroup / EndGroup. + + + - + - Create a new GroupScope and begin the corresponding group. + Is this game object tagged with tag ? - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The tag to compare. - + - Create a new GroupScope and begin the corresponding group. + Creates a game object with a primitive mesh renderer and appropriate collider. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The type of primitive object to create. - + - Create a new GroupScope and begin the corresponding group. + Creates a new game object, named name. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. - + - Create a new GroupScope and begin the corresponding group. + Creates a new game object, named name. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. - + - Create a new GroupScope and begin the corresponding group. + Creates a new game object, named name. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The name that the GameObject is created with. + A list of Components to add to the GameObject on creation. - + - Create a new GroupScope and begin the corresponding group. + Finds a GameObject by name and returns it. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + - + - Create a new GroupScope and begin the corresponding group. + Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. - Rectangle on the screen to use for the group. - Text to display on the group. - Texture to display on the group. - Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. - The style to use for the background. + The name of the tag to search GameObjects for. - + - Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + Returns one active GameObject tagged tag. Returns null if no GameObject was found. - Rectangle on the screen to use for the scrollbar. - The position between min and max. - How much can we see? - The value at the left end of the scrollbar. - The value at the right end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + The tag to search for. + + + + Returns the component of Type type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Generic version. See the page for more details. + + + + + Returns the component with name type if the game object has one attached, null if it doesn't. + + The type of Component to retrieve. + + + + Returns the component of Type type in the GameObject or any of its children using depth first search. + + The type of Component to retrieve. + - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + A component of the matching type, if found. - + - Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + Returns the component of Type type in the GameObject or any of its children using depth first search. - Rectangle on the screen to use for the scrollbar. - The position between min and max. - How much can we see? - The value at the left end of the scrollbar. - The value at the right end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + The type of Component to retrieve. + - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + A component of the matching type, if found. - + - A horizontal slider the user can drag to change a value between a min and a max. + Generic version. See the page for more details. - Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. - The value at the left end of the slider. - The value at the right end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + - The value that has been set by the user. + A component of the matching type, if found. - + - A horizontal slider the user can drag to change a value between a min and a max. + Generic version. See the page for more details. - Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. - The value at the left end of the slider. - The value at the right end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + - The value that has been set by the user. + A component of the matching type, if found. - + - Make a text or texture label on screen. + Returns the component of Type type in the GameObject or any of its parents. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. + Type of component to find. - + - Make a text or texture label on screen. + Returns the component <T> in the GameObject or any of its parents. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - + - Make a text or texture label on screen. + Returns all components of Type type in the GameObject. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. + The type of Component to retrieve. - + - Make a text or texture label on screen. + Generic version. See the page for more details. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - + - Make a text or texture label on screen. + Returns all components of Type type in the GameObject into List results. Note that results is of type Component, not the type of the component retrieved. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. + The type of Component to retrieve. + List to receive the results. - + - Make a text or texture label on screen. + Returns all components of Type type in the GameObject into List results. - Rectangle on the screen to use for the label. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. + List of type T to receive the results. - + - Show a Modal Window. + Returns all components of Type type in the GameObject or any of its children. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? - + - Show a Modal Window. + Returns all components of Type type in the GameObject or any of its children. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + The type of Component to retrieve. + Should Components on inactive GameObjects be included in the found set? - + - Show a Modal Window. + Generic version. See the page for more details. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + - + - Show a Modal Window. + Generic version. See the page for more details. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + Should inactive GameObjects be included in the found set? + + A list of all found components matching the specified type. + - + - Show a Modal Window. + Return all found Components into List results. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + List to receive found Components. + Should inactive GameObjects be included in the found set? - + - Show a Modal Window. + Return all found Components into List results. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + List to receive found Components. + Should inactive GameObjects be included in the found set? - + - Show a Modal Window. + Returns all components of Type type in the GameObject or any of its parents. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + The type of Component to retrieve. + Should inactive Components be included in the found set? - + - Show a Modal Window. + Generic version. See the page for more details. - A unique id number. - Position and size of the window. - A function which contains the immediate mode GUI code to draw the contents of your window. - Text to appear in the title-bar area of the window, if any. - An image to appear in the title bar of the window, if any. - GUIContent to appear in the title bar of the window, if any. - Style to apply to the window. + Should inactive Components be included in the found set? - + - Make a text field where the user can enter a password. + Generic version. See the page for more details. - Rectangle on the screen to use for the text field. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited password. + Should inactive Components be included in the found set? + + + + Find Components in GameObject or parents, and return them in List results. + + Should inactive Components be included in the found set? + List holding the found Components. + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. + + The name of the method to call. + An optional parameter value to pass to the called method. + Should an error be raised if the method doesn't exist on the target object? + + + + + + + + + + + Activates/Deactivates the GameObject. + + Activate or deactivation the object. + + + + Utility class for common geometric functions. + + + + + Calculates a bounding box given an array of positions and a transformation matrix. + + + + + + + Calculates frustum planes. + + + + + + Calculates frustum planes. + + + + + + Returns true if bounds are inside the plane array. + + + + + + + Gizmos are used to give visual debugging or setup aids in the scene view. + + + + + Sets the color for the gizmos that will be drawn next. + + + + + Set the gizmo matrix used to draw all gizmos. + + + + + Draw a solid box with center and size. + + + + + + + Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. + + The apex of the truncated pyramid. + Vertical field of view (ie, the angle at the apex in degrees). + Distance of the frustum's far plane. + Distance of the frustum's near plane. + Width/height ratio. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw a texture in the scene. + + The size and position of the texture on the "screen" defined by the XY plane. + The texture to be displayed. + An optional material to apply the texture. + Inset from the rectangle's left edge. + Inset from the rectangle's right edge. + Inset from the rectangle's top edge. + Inset from the rectangle's bottom edge. + + + + Draw an icon at a position in the scene view. + + + + + + + + Draw an icon at a position in the scene view. + + + + + + + + Draws a line starting at from towards to. + + + + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a ray starting at from to from + direction. + + + + + + + + Draws a solid sphere with center and radius. + + + + + + + Draw a wireframe box with center and size. + + + + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe mesh. + + Mesh to draw as a gizmo. + Position (default is zero). + Rotation (default is no rotation). + Scale (default is no scale). + Submesh to draw (default is -1, which draws whole mesh). + + + + Draws a wireframe sphere with center and radius. + + + + + + + Low-level graphics library. + + + + + Select whether to invert the backface culling (true) or not (false). + + + + + The current modelview matrix. + + + + + Controls whether Linear-to-sRGB color conversion is performed while rendering. + + + + + Should rendering be done in wireframe? + + + + + Begin drawing 3D primitives. + + Primitives to draw: can be TRIANGLES, TRIANGLE_STRIP, QUADS or LINES. + + + + Clear the current render buffer. + + Should the depth buffer be cleared? + Should the color buffer be cleared? + The color to clear with, used only if clearColor is true. + The depth to clear Z buffer with, used only if clearDepth is true. + + + + Clear the current render buffer with camera's skybox. + + Should the depth buffer be cleared? + Camera to get projection parameters and skybox from. + + + + Sets current vertex color. + + + + + + End drawing 3D primitives. + + + + + Sends queued-up commands in the driver's command buffer to the GPU. + + + + + Compute GPU projection matrix from camera's projection matrix. + + Source projection matrix. + Will this projection be used for rendering into a RenderTexture? + + Adjusted projection matrix for the current graphics API. - + + + Invalidate the internally cached render state. + + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Send a user-defined event to a native code plugin. + + User defined id to send to the callback. + Native code callback to queue for Unity's renderer to invoke. + + + + Mode for Begin: draw lines. + + + + + Load the identity matrix to the current modelview matrix. + + + + + Helper function to set up an ortho perspective transform. + + + + + Setup a matrix for pixel-correct rendering. + + + + + Setup a matrix for pixel-correct rendering. + + + + + + + + + Load an arbitrary matrix to the current projection matrix. + + + + + + Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. + + + + + + + Sets current texture coordinate (x,y) for the actual texture unit. + + + + + + + + Sets current texture coordinate (x,y,z) to the actual texture unit. + + + + + + + + + Multiplies the current modelview matrix with the one specified. + + + + + + Restores both projection and modelview matrices off the top of the matrix stack. + + + + + Saves both projection and modelview matrices to the matrix stack. + + + + + Mode for Begin: draw quads. + + + + + Resolves the render target for subsequent operations sampling from it. + + + + + Sets current texture coordinate (v.x,v.y,v.z) for all texture units. + + + + + + Sets current texture coordinate (x,y) for all texture units. + + + + + + + Sets current texture coordinate (x,y,z) for all texture units. + + + + + + + + Mode for Begin: draw triangle strip. + + + + + Mode for Begin: draw triangles. + + + + + Submit a vertex. + + + + + + Submit a vertex. + + + + + + + + Set the rendering viewport. + + + + + + Gradient used for animating colors. + + + + + All alpha keys defined in the gradient. + + + + + All color keys defined in the gradient. + + + + + Control how the gradient is evaluated. + + + + + Create a new Gradient object. + + + + + Calculate color at a given time. + + Time of the key (0 - 1). + + + + Setup Gradient with an array of color keys and alpha keys. + + Color keys of the gradient (maximum 8 color keys). + Alpha keys of the gradient (maximum 8 alpha keys). + + + + Alpha key used by Gradient. + + + + + Alpha channel of key. + + + + + Time of the key (0 - 1). + + + + + Gradient alpha key. + + Alpha of key (0 - 1). + Time of the key (0 - 1). + + + + Color key used by Gradient. + + + + + Color of key. + + + + + Time of the key (0 - 1). + + + + + Gradient color key. + + Color of key. + Time of the key (0 - 1). + + + + + Select how gradients will be evaluated. + + + + + Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color. + + + + + Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time. + + + + + Raw interface to Unity's drawing functions. + + + + + Currently active color buffer (Read Only). + + + + + Currently active depth/stencil buffer (Read Only). + + + + + Graphics Tier classification for current device. +Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. + + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination render texture with a shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use. Material's shader could do some post-processing effect, for example. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Copies source texture into destination, for multi-tap shader. + + Source texture. + Destination RenderTexture, or null to blit directly to screen. + Material to use for copying. Material's shader should do some post-processing effect. + Variable number of filtering offsets. Offsets are given in pixels. + + + + Clear random write targets for Shader Model 5.0 level pixel shaders. + + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Copy texture contents. + + Source texture. + Destination texture. + Source texture element (cubemap face, texture array layer or 3D texture depth slice). + Source texture mipmap level. + Destination texture element (cubemap face, texture array layer or 3D texture depth slice). + Destination texture mipmap level. + X coordinate of source texture region to copy (left side is zero). + Y coordinate of source texture region to copy (bottom is zero). + Width of source texture region to copy. + Height of source texture region to copy. + X coordinate of where to copy region in destination texture (left side is zero). + Y coordinate of where to copy region in destination texture (bottom is zero). + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw a mesh. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Subset of the mesh to draw. + Transformation matrix of the mesh (combines position, rotation and other transformations). + Material to use. + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + Should the mesh use light probes? + If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. + + + + Draw the same mesh multiple times using GPU instancing. + + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply. See MaterialPropertyBlock. + Should the mesh cast shadows? + Should the mesh receive shadows? + to use. + If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draw a mesh immediately. + + The Mesh to draw. + Position of the mesh. + Rotation of the mesh. + Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. + Subset of the mesh to draw. + + + + Draws a fully procedural geometry on the GPU. + + + + + + + + Draws a fully procedural geometry on the GPU. + + Topology of the procedural geometry. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Draw a texture in screen coordinates. + + Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. + Texture to draw. + Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. + Number of pixels from the left that are not affected by scale. + Number of pixels from the right that are not affected by scale. + Number of pixels from the top that are not affected by scale. + Number of pixels from the bottom that are not affected by scale. + Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. + Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used. + If -1 (default), draws all passes in the material. Otherwise, draws given pass only. + + + + Execute a command buffer. + + The buffer to execute. + + + + Set random write target for Shader Model 5.0 level pixel shaders. + + Index of the random write target in the shader. + RenderTexture to set as write target. + Whether to leave the append/consume counter value unchanged. + + + + Set random write target for Shader Model 5.0 level pixel shaders. + + Index of the random write target in the shader. + RenderTexture to set as write target. + Whether to leave the append/consume counter value unchanged. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + Sets current render target. + + RenderTexture to set as active render target. + Mipmap level to render into (use 0 if not mipmapped). + Cubemap face to render into (use Unknown if not a cubemap). + Depth slice to render into (use 0 if not a 3D or 2DArray render target). + Color buffer to render into. + Depth buffer to render into. + Color buffers to render into (for multiple render target effects). + Full render target setup information. + + + + The GUI class is the interface for Unity's GUI with manual positioning. + + + + + Global tinting color for all background elements rendered by the GUI. + + + + + Returns true if any controls changed the value of the input data. + + + + + Global tinting color for the GUI. + + + + + Tinting color for all text rendered by the GUI. + + + + + The sorting depth of the currently executing GUI behaviour. + + + + + Is the GUI enabled? + + + + + The GUI transform matrix. + + + + + The global skin to use. + + + + + The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). + + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a group. Must be matched with a call to EndGroup. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a scrolling view inside your GUI. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position. + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Create a Box on the GUI Layer. A Box can contain text, an image, or a combination of these along with an optional tooltip, through using a GUIContent parameter. You may also use a GUIStyle to adjust the layout of items in a box, text colour and other properties. + + Rectangle on the screen to use for the box. + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + + + + Bring a specific window to back of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Bring a specific window to front of the floating windows. + + The identifier used when you created the window in the Window call. + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + true when the users clicks the button. + + + + + Make a window draggable. + + The part of the window that can be dragged. This is clipped to the actual window. + + + + If you want to have the entire window background to act as a drag area, use the version of DragWindow that takes no parameters and put it at the end of the window function. + + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to apply alpha blending when drawing the image (enabled by default). + Aspect ratio to use for the source image. If 0 (the default), the aspect ratio from the image is used. Pass in w/h for the desired aspect ratio. This allows the aspect ratio of the source image to be adjusted without changing the pixel width and height. + + + + Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. + + Rectangle on the screen to draw the texture within. + Texture to display. + How to scale the image when the aspect ratio of it doesn't fit the aspect ratio to be drawn within. + Whether to alpha blend the image on to the display (the default). If false, the picture is drawn on to the display. + + + + End a group. + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Ends a scrollview started with a call to BeginScrollView. + + + + + + Move keyboard focus to a named control. + + Name set using SetNextControlName. + + + + Make a window become the active window. + + The identifier used when you created the window in the Window call. + + + + Get the name of named control that has focus. + + + + + Disposable helper class for managing BeginGroup / EndGroup. + + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Create a new GroupScope and begin the corresponding group. + + Rectangle on the screen to use for the group. + Text to display on the group. + Texture to display on the group. + Text, image and tooltip for this group. If supplied, any mouse clicks are "captured" by the group and not If left out, no background is rendered, and mouse clicks are passed. + The style to use for the background. + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Make a text or texture label on screen. + + Rectangle on the screen to use for the label. + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Show a Modal Window. + + A unique id number. + Position and size of the window. + A function which contains the immediate mode GUI code to draw the contents of your window. + Text to appear in the title-bar area of the window, if any. + An image to appear in the title bar of the window, if any. + GUIContent to appear in the title bar of the window, if any. + Style to apply to the window. + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a text field where the user can enter a password. + + Rectangle on the screen to use for the text field. + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited password. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Make a button that is active as long as the user holds it down. + + Rectangle on the screen to use for the button. + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + + True when the users clicks the button. + + + + + Scrolls all enclosing scrollviews so they try to make position visible. + + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + Rectangle on the screen to use for the ScrollView. + The pixel distance that the view is scrolled in the X and Y directions. + The rectangle used inside the scrollview. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a grid of buttons. + + Rectangle on the screen to use for the grid. + The index of the selected grid button. + An array of strings to show on the grid buttons. + An array of textures on the grid buttons. + An array of text, image and tooltips for the grid button. + How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Set the name of the next control. + + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a Multi-line text area where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Rectangle on the screen to use for the text field. + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + The edited string. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make an on/off toggle button. + + Rectangle on the screen to use for the button. + Is this button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the toggle style from the current GUISkin is used. + + The new value of the button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Make a toolbar. + + Rectangle on the screen to use for the toolbar. + The index of the selected button. + An array of strings to show on the toolbar buttons. + An array of textures on the toolbar buttons. + An array of text, image and tooltips for the toolbar buttons. + The style to use. If left out, the button style from the current GUISkin is used. + + + The index of the selected button. + + + + + Remove focus from all windows. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + + Rectangle on the screen to use for the scrollbar. + The position between min and max. + How much can we see? + The value at the top of the scrollbar. + The value at the bottom of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + Rectangle on the screen to use for the slider. + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + + The value that has been set by the user. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Make a popup window. + + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + ID number for the window (can be any value as long as it is unique). + Onscreen rectangle denoting the window's position and size. + Script function to display the window's contents. + Text to render inside the window. + Image to render inside the window. + GUIContent to render inside the window. + Style information for the window. + Text displayed in the window's title bar. + + Onscreen rectangle denoting the window's position and size. + + + + + Callback to draw GUI within a window (used with GUI.Window). + + + + + + The contents of a GUI element. + + + + + The icon image contained. + + + + + Shorthand for empty content. + + + + + The text contained. + + + + + The tooltip of this element. + + + + + Constructor for GUIContent in all shapes and sizes. + + + + + Build a GUIContent object containing only text. + + + + + + Build a GUIContent object containing only an image. + + + + + + Build a GUIContent object containing both text and an image. + + + + + + + Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + + + + + + + + Build a GUIContent as a copy of another GUIContent. + + + + + + Base class for images & text strings displayed in a GUI. + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Returns bounding rectangle of GUIElement in screen coordinates. + + + + + + Is a point on screen inside the element? + + + + + + + Is a point on screen inside the element? + + + + + + + Component added to a camera to make it render 2D GUI elements. + + + + + Get the GUI element at a specific screen position. + + + + + + The GUILayout class is the interface for Unity gui with automatic layout. + + + + + Disposable helper class for managing BeginArea / EndArea. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Create a new AreaScope and begin the corresponding Area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a GUILayout block of GUI controls in a fixed screen area. + + Optional text to display in the area. + Optional texture to display in the area. + Optional text, image and tooltip top display for this area. + The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. + + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a Horizontal control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin an automatically laid out scrollview. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Begin a vertical control group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout box. + + Text to display on the box. + Texture to display on the box. + Text, image and tooltip for this box. + The style to use. If left out, the box style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Make a single press button. The user clicks them and something happens immediately. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the users clicks the button. + + + + + Close a GUILayout block started with BeginArea. + + + + + Close a group started with BeginHorizontal. + + + + + End a scroll view begun with a call to BeginScrollView. + + + + + Close a group started with BeginVertical. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + + Insert a flexible space element. + + + + + Option passed to a control to give it an absolute height. + + + + + + Disposable helper class for managing BeginHorizontal / EndHorizontal. + + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new HorizontalScope and begin the corresponding horizontal group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a horizontal scrollbar. + + The position between min and max. + How much can we see? + The value at the left end of the scrollbar. + The value at the right end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + A horizontal slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the left end of the slider. + The value at the right end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The value that has been set by the user. + + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make an auto-layout label. + + Text to display on the label. + Texture to display on the label. + Text, image and tooltip for this label. + The style to use. If left out, the label style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Option passed to a control to specify a maximum height. + + + + + + Option passed to a control to specify a maximum width. + + + + + + Option passed to a control to specify a minimum height. + + + + + + Option passed to a control to specify a minimum width. + + + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a text field where the user can enter a password. + + Password to edit. The return value of this function should be assigned back to the string as shown in the example. + Character to mask the password with. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + + + The edited password. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Make a repeating button. The button returns true as long as the user holds down the mouse. + + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + true when the holds down the mouse. + + + + + Disposable helper class for managing BeginScrollView / EndScrollView. + + + + + Whether this ScrollView should handle scroll wheel events. (default: true). + + + + + The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Create a new ScrollViewScope and begin the corresponding ScrollView. + + The position to use display. + Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. + Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. + Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. + Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a Selection Grid. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Insert a space in the current layout group. + + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a multi-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textField style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make a single-line text field where the user can edit a string. + + Text to edit. The return value of this function should be assigned back to the string as shown in the example. + The maximum length of the string. If left out, the user can type for ever and ever. + The style to use. If left out, the textArea style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The edited string. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make an on/off toggle button. + + Is the button on or off? + Text to display on the button. + Texture to display on the button. + Text, image and tooltip for this button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The new value of the button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Make a toolbar. + + The index of the selected button. + An array of strings to show on the buttons. + An array of textures on the buttons. + An array of text, image and tooltips for the button. + The style to use. If left out, the button style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + The index of the selected button. + + + + + Disposable helper class for managing BeginVertical / EndVertical. + + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Create a new VerticalScope and begin the corresponding vertical group. + + Text to display on group. + Texture to display on group. + Text, image, and tooltip for this group. + The style to use for background image and padding values. If left out, the background is transparent. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + Make a vertical scrollbar. + + The position between min and max. + How much can we see? + The value at the top end of the scrollbar. + The value at the bottom end of the scrollbar. + The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + A vertical slider the user can drag to change a value between a min and a max. + + The value the slider shows. This determines the position of the draggable thumb. + The value at the top end of the slider. + The value at the bottom end of the slider. + The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. + The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. + + + + The value that has been set by the user. + + + + + Option passed to a control to give it an absolute width. + + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Make a popup window that layouts its contents automatically. + + A unique ID to use for each window. This is the ID you'll use to interface to it. + Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. + The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. + Text to display as a title for the window. + Texture to display an image in the titlebar. + Text, image and tooltip for this window. + An optional style to use for the window. If left out, the window style from the current GUISkin is used. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. + + + + + Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class. + + + + + Utility functions for implementing and extending the GUILayout class. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Reserve layout space for a rectangle with a specific aspect ratio. + + The aspect ratio of the element (width / height). + An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rect for the control. + + + + + Get the rectangle last used by GUILayout for a control. + + + The last used rectangle. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle for displaying some contents with a specific style. + + The content to make room for displaying. + The GUIStyle to layout for. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle that is large enough to contain content when rendered in style. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a rectangle with a fixed content area. + + The width of the area you want. + The height of the area you want. + An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + The rectanlge to put your control in. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + Reserve layout space for a flexible rect. + + The minimum width of the area passed back. + The maximum width of the area passed back. + The minimum width of the area passed back. + The maximum width of the area passed back. + An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. + An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> +See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, +GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + + A rectangle with size between minWidth & maxWidth on both axes. + + + + + General settings for how the GUI behaves. + + + + + The color of the cursor in text fields. + + + + + The speed of text field cursor flashes. + + + + + Should double-clicking select words in text fields. + + + + + The color of the selection rect in text fields. + + + + + Should triple-clicking select whole text in text fields. + + + + + Defines how GUI looks and behaves. + + + + + Style used by default for GUI.Box controls. + + + + + Style used by default for GUI.Button controls. + + + + + Array of GUI styles for specific needs. + + + + + The default font to use for all styles. + + + + + Style used by default for the background part of GUI.HorizontalScrollbar controls. + + + + + Style used by default for the left button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the right button on GUI.HorizontalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. + + + + + Style used by default for the background part of GUI.HorizontalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. + + + + + Style used by default for GUI.Label controls. + + + + + Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). + + + + + Generic settings for how controls should behave with this skin. + + + + + Style used by default for GUI.TextArea controls. + + + + + Style used by default for GUI.TextField controls. + + + + + Style used by default for GUI.Toggle controls. + + + + + Style used by default for the background part of GUI.VerticalScrollbar controls. + + + + + Style used by default for the down button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. + + + + + Style used by default for the up button on GUI.VerticalScrollbar controls. + + + + + Style used by default for the background part of GUI.VerticalSlider controls. + + + + + Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. + + + + + Style used by default for Window controls (SA GUI.Window). + + + + + Try to search for a GUIStyle. This functions returns NULL and does not give an error. + + + + + + Get a named GUIStyle. + + + + + + Styling information for GUI elements. + + + + + Rendering settings for when the control is pressed down. + + + + + Text alignment. + + + + + The borders of all background images. + + + + + What to do when the contents to be rendered is too large to fit within the area given. + + + + + Pixel offset to apply to the content of this GUIstyle. + + + + + If non-0, any GUI elements rendered with this style will have the height specified here. + + + + + If non-0, any GUI elements rendered with this style will have the width specified here. + + + + + Rendering settings for when the element has keyboard focus. + + + + + The font to use for rendering. If null, the default font for the current GUISkin is used instead. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + Rendering settings for when the mouse is hovering over the control. + + + + + How image and text of the GUIContent is combined. + + + + + The height of one line of text with this style, measured in pixels. (Read Only) + + + + + The margins between elements rendered in this style and any other GUI elements. + + + + + The name of this GUIStyle. Used for getting them based on name. + + + + + Shortcut for an empty GUIStyle. + + + + + Rendering settings for when the component is displayed normally. + + + + + Rendering settings for when the element is turned on and pressed down. + + + + + Rendering settings for when the element has keyboard and is turned on. + + + + + Rendering settings for when the control is turned on and the mouse is hovering it. + + + + + Rendering settings for when the control is turned on. + + + + + Extra space to be added to the background image. + + + + + Space from the edge of GUIStyle to the start of the contents. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + Can GUI elements of this style be stretched vertically for better layout? + + + + + Can GUI elements of this style be stretched horizontally for better layouting? + + + + + Should the text be wordwrapped? + + + + + How tall this element will be when rendered with content and a specific width. + + + + + + + Calculate the minimum and maximum widths for this style rendered with content. + + + + + + + + Calculate the size of an element formatted with this style, and a given space to content. + + + + + + Calculate the size of some content if it is rendered with this style. + + + + + + Constructor for empty GUIStyle. + + + + + Constructs GUIStyle identical to given other GUIStyle. + + + + + + Draw this GUIStyle on to the screen, internal version. + + + + + + + + + + Draw the GUIStyle with a text string inside. + + + + + + + + + + + Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + + + + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + Draw this GUIStyle with selected content. + + + + + + + + + + Get the pixel position of a given string index. + + + + + + + + Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. + + + + + + + + Get a named GUI style from the current skin. + + + + + + Specialized values for the given states used by GUIStyle objects. + + + + + The background image used by GUI elements in this given state. + + + + + Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code. + + + + + The text color used by GUI elements in this state. + + + + + Allows to control for which display the OnGUI is called. + + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + Default constructor initializes the attribute for OnGUI to be called for all available displays. + + Display index. + Display index. + Display index list. + + + + A text string displayed in a GUI. + + + + + The alignment of the text. + + + + + The anchor of the text. + + + + + The color used to render the text. + + + + + The font used for the text. + + + + + The font size to use (for dynamic fonts). + + + + + The font style to use (for dynamic fonts). + + + + + The line spacing multiplier. + + + + + The Material to use for rendering. + + + + + The pixel offset of the text. + + + + + Enable HTML-style tags for Text Formatting Markup. + + + + + The tab width multiplier. + + + + + The text to display. + + + + + A texture image used in a 2D GUI. + + + + + The border defines the number of pixels from the edge that are not affected by scale. + + + + + The color of the GUI texture. + + + + + Pixel inset used for pixel adjustments for size and position. + + + + + The texture used for drawing. + + + + + Utility class for making new GUI controls. + + + + + A global property, which is true if a ModalWindow is being displayed, false otherwise. + + + + + The controlID of the current hot control. + + + + + The controlID of the control that has keyboard focus. + + + + + Get access to the system-wide pasteboard. + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control. + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + + + + + + + + Get a state object from a controlID. + + + + + + + Convert a point from GUI position to screen space. + + + + + + Get an existing state object from a controlID. + + + + + + + Helper function to rotate the GUI around a point. + + + + + + + Helper function to scale the GUI around a point. + + + + + + + Convert a point from screen space to GUI position. + + + + + + Interface into the Gyroscope. + + + + + Returns the attitude (ie, orientation in space) of the device. + + + + + Sets or retrieves the enabled status of this gyroscope. + + + + + Returns the gravity acceleration vector expressed in the device's reference frame. + + + + + Returns rotation rate as measured by the device's gyroscope. + + + + + Returns unbiased rotation rate as measured by the device's gyroscope. + + + + + Sets or retrieves gyroscope interval in seconds. + + + + + Returns the acceleration that the user is giving to the device. + + + + + Interface into functionality unique to handheld devices. + + + + + Determines whether or not a 32-bit display buffer will be used. + + + + + Gets the current activity indicator style. + + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Plays a full-screen movie. + + Filesystem path to the movie file. + Background color. + How the playback controls are to be displayed. + How the movie is to be scaled to fit the screen. + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Sets the desired activity indicator style. + + + + + + Starts os activity indicator. + + + + + Stops os activity indicator. + + + + + Triggers device vibration. + + + + + Represent the hash value. + + + + + Get if the hash value is valid or not. (Read Only) + + + + + Construct the Hash128. + + + + + + + + + Convert the input string to Hash128. + + + + + + Convert Hash128 to string. + + + + + Use this PropertyAttribute to add a header above some fields in the Inspector. + + + + + The header text. + + + + + Add a header above some fields in the Inspector. + + The header text. + + + + Provide a custom documentation URL for a class. + + + + + Initialize the HelpURL attribute with a documentation url. + + The custom documentation URL for this class. + + + + The documentation URL specified for this class. + + + + + Bit mask that controls object destruction, saving and visibility in inspectors. + + + + + The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + + + + + The object will not be saved when building a player. + + + + + The object will not be saved to the scene in the editor. + + + + + The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets. + + + + + The object will not appear in the hierarchy. + + + + + It is not possible to view it in the inspector. + + + + + A normal, visible object. This is the default. + + + + + The object is not be editable in the inspector. + + + + + Makes a variable not show up in the inspector but be serialized. + + + + + The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. + + + + + The current angle in degrees of the joint relative to its rest position. (Read Only) + + + + + Limit of angular rotation (in degrees) on the hinge joint. + + + + + The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. + + + + + The spring attempts to reach a target angle by adding spring and damping forces. + + + + + Enables the joint's limits. Disabled by default. + + + + + Enables the joint's motor. Disabled by default. + + + + + Enables the joint's spring. Disabled by default. + + + + + The angular velocity of the joint in degrees per second. (Read Only) + + + + + Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. + + + + + The current joint angle (in degrees) with respect to the reference angle. + + + + + The current joint speed. + + + + + Limit of angular rotation (in degrees) on the joint. + + + + + Gets the state of the joint limit. + + + + + Parameters for the motor force applied to the joint. + + + + + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + + + + + Should limits be placed on the range of rotation? + + + + + Should the joint be rotated automatically by a motor torque? + + + + + Gets the motor torque of the joint given the specified timestep. + + The time to calculate the motor torque for. + + + + Wrapping modes for text that reaches the horizontal boundary. + + + + + Text can exceed the horizontal boundary. + + + + + Text will word-wrap when reaching the horizontal boundary. + + + + + This is the data structure for holding individual host information. + + + + + A miscellaneous comment (can hold data). + + + + + Currently connected players. + + + + + The name of the game (like John Doe's Game). + + + + + The type of the game (like "MyUniqueGameType"). + + + + + The GUID of the host, needed when connecting with NAT punchthrough. + + + + + Server IP address. + + + + + Does the server require a password? + + + + + Maximum players limit. + + + + + Server port. + + + + + Does this server require NAT punchthrough? + + + + + Human Body Bones. + + + + + This is the Chest bone. + + + + + This is the Head bone. + + + + + This is the Hips bone. + + + + + This is the Jaw bone. + + + + + This is the Last bone index delimiter. + + + + + This is the Left Eye bone. + + + + + This is the Left Ankle bone. + + + + + This is the Left Wrist bone. + + + + + This is the left index 3rd phalange. + + + + + This is the left index 2nd phalange. + + + + + This is the left index 1st phalange. + + + + + This is the left little 3rd phalange. + + + + + This is the left little 2nd phalange. + + + + + This is the left little 1st phalange. + + + + + This is the Left Elbow bone. + + + + + This is the Left Knee bone. + + + + + This is the left middle 3rd phalange. + + + + + This is the left middle 2nd phalange. + + + + + This is the left middle 1st phalange. + + + + + This is the left ring 3rd phalange. + + + + + This is the left ring 2nd phalange. + + + + + This is the left ring 1st phalange. + + + + + This is the Left Shoulder bone. + + + + + This is the left thumb 3rd phalange. + + + + + This is the left thumb 2nd phalange. + + + + + This is the left thumb 1st phalange. + + + + + This is the Left Toes bone. + + + + + This is the Left Upper Arm bone. + + + + + This is the Left Upper Leg bone. + + + + + This is the Neck bone. + + + + + This is the Right Eye bone. + + + + + This is the Right Ankle bone. + + + + + This is the Right Wrist bone. + + + + + This is the right index 3rd phalange. + + + + + This is the right index 2nd phalange. + + + + + This is the right index 1st phalange. + + + + + This is the right little 3rd phalange. + + + + + This is the right little 2nd phalange. + + + + + This is the right little 1st phalange. + + + + + This is the Right Elbow bone. + + + + + This is the Right Knee bone. + + + + + This is the right middle 3rd phalange. + + + + + This is the right middle 2nd phalange. + + + + + This is the right middle 1st phalange. + + + + + This is the right ring 3rd phalange. + + + + + This is the right ring 2nd phalange. + + + + + This is the right ring 1st phalange. + + + + + This is the Right Shoulder bone. + + + + + This is the right thumb 3rd phalange. + + + + + This is the right thumb 2nd phalange. + + + + + This is the right thumb 1st phalange. + + + + + This is the Right Toes bone. + + + + + This is the Right Upper Arm bone. + + + + + This is the Right Upper Leg bone. + + + + + This is the first Spine bone. + + + + + The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. + + + + + The name of the bone to which the Mecanim human bone is mapped. + + + + + The name of the Mecanim human bone to which the bone from the model is mapped. + + + + + The rotation limits that define the muscle for this bone. + + + + + Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. + + + + + Amount by which the arm's length is allowed to stretch when using IK. + + + + + Modification to the minimum distance between the feet of a humanoid model. + + + + + True for any human that has a translation Degree of Freedom (DoF). It is set to false by default. + + + + + Mapping between Mecanim bone names and bone names in the rig. + + + + + Amount by which the leg's length is allowed to stretch when using IK. + + + + + Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. + + + + + Defines how the lower leg's roll/twisting is distributed between the knee and ankle. + + + + + List of bone Transforms to include in the model. + + + + + Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints. + + + + + Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. + + + + + This class stores the rotation limits that define the muscle for a single human bone. + + + + + Length of the bone to which the limit is applied. + + + + + The default orientation of a bone when no muscle action is applied. + + + + + The maximum rotation away from the initial value that this muscle can apply. + + + + + The maximum negative rotation away from the initial value that this muscle can apply. + + + + + Should this limit use the default values? + + + + + Retargetable humanoid pose. + + + + + The human body position for that pose. + + + + + The human body orientation for that pose. + + + + + The array of muscle values for that pose. + + + + + A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy. + + + + + Creates a human pose handler from an avatar and a root transform. + + The avatar that defines the humanoid rig on skeleton hierarchy with root as the top most parent. + The top most node of the skeleton hierarchy defined in humanoid avatar. + + + + Gets a human pose from the handled avatar skeleton. + + The output human pose. + + + + Sets a human pose on the handled avatar skeleton. + + The human pose to be set. + + + + Details of all the human bone and muscle types defined by Mecanim. + + + + + The number of human bone types defined by Mecanim. + + + - Make a text field where the user can enter a password. + Return the bone to which a particular muscle is connected. - Rectangle on the screen to use for the text field. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited password. - + Muscle index. - + - Make a text field where the user can enter a password. + Array of the names of all human bone types defined by Mecanim. - Rectangle on the screen to use for the text field. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited password. - - + - Make a text field where the user can enter a password. + Get the default maximum value of rotation for a muscle in degrees. - Rectangle on the screen to use for the text field. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited password. - + Muscle index. - + - Make a button that is active as long as the user holds it down. + Get the default minimum value of rotation for a muscle in degrees. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - True when the users clicks the button. - + Muscle index. - + - Make a button that is active as long as the user holds it down. + Returns parent humanoid bone index of a bone. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. + Humanoid bone index to get parent from. - True when the users clicks the button. + Humanoid bone index of parent. - + - Make a button that is active as long as the user holds it down. + The number of human muscle types defined by Mecanim. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - True when the users clicks the button. - - + - Make a button that is active as long as the user holds it down. + Obtain the muscle index for a particular bone index and "degree of freedom". - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - - True when the users clicks the button. - + Bone index. + Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis. - + - Make a button that is active as long as the user holds it down. + Array of the names of all human muscle types defined by Mecanim. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. + + + + Is the bone a member of the minimal set of bones that Mecanim requires for a human model? + + Index of the bone to test. + + + + The number of bone types that are required by Mecanim for any human model. + + + + + This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. + + + + + Given a point and a camera is the raycast valid. + + Screen position. + Raycast camera. - True when the users clicks the button. + Valid. - + - Make a button that is active as long as the user holds it down. + Interface for custom logger implementation. - Rectangle on the screen to use for the button. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. + + + + To selective enable debug log message. + + + + + To runtime toggle debug logging [ON/OFF]. + + + + + Set Logger.ILogHandler. + + + + + Check logging is enabled based on the LogType. + + - True when the users clicks the button. + Retrun true in case logs of LogType will be logged otherwise returns false. - + - Scrolls all enclosing scrollviews so they try to make position visible. + Logs message to the Unity Console using default logger. - + + + + - + - Disposable helper class for managing BeginScrollView / EndScrollView. + Logs message to the Unity Console using default logger. + + + + - + - Whether this ScrollView should handle scroll wheel events. (default: true). + Logs message to the Unity Console using default logger. + + + + - + - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + Logs message to the Unity Console using default logger. + + + + - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + Logs message to the Unity Console using default logger. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + Logs message to the Unity Console using default logger. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + Logs message to the Unity Console using default logger. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + + - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + A variant of ILogger.Log that logs an error message. - Rectangle on the screen to use for the ScrollView. - The pixel distance that the view is scrolled in the X and Y directions. - The rectangle used inside the scrollview. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when clientRect is wider than position. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when clientRect is taller than position. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. + + + - + - Make a grid of buttons. + A variant of ILogger.Log that logs an error message. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - + + + - + - Make a grid of buttons. + A variant of ILogger.Log that logs an exception message. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - + - + - Make a grid of buttons. + Logs a formatted message. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - + + + - + - Make a grid of buttons. + A variant of Logger.Log that logs an warning message. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - + + + - + - Make a grid of buttons. + A variant of Logger.Log that logs an warning message. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - + + + - + - Make a grid of buttons. + Interface for custom log handler implementation. - Rectangle on the screen to use for the grid. - The index of the selected grid button. - An array of strings to show on the grid buttons. - An array of textures on the grid buttons. - An array of text, image and tooltips for the grid button. - How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Set the name of the next control. + A variant of ILogHandler.LogFormat that logs an exception message. - + Runtime Exception. + Object to which the message applies. - + - Make a Multi-line text area where the user can edit a string. + Logs a formatted message. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - - The edited string. - + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. - + - Make a Multi-line text area where the user can edit a string. + Any Image Effect with this attribute can be rendered into the scene view camera. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - - The edited string. - - + - Make a Multi-line text area where the user can edit a string. + Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - - The edited string. - - + - Make a Multi-line text area where the user can edit a string. + When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + How image and text is placed inside GUIStyle. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + Image is above the text. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + Image is to the left of the text. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + Only the image is displayed. - Rectangle on the screen to use for the text field. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - The edited string. - - + - Make an on/off toggle button. + Only the text is displayed. - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make an on/off toggle button. + Controls IME input. + + + + + Enable IME input only when a text field is selected (default). + + + + + Disable IME input. + + + + + Enable IME input. + + + + + Interface into the Input system. + + + + + Last measured linear acceleration of a device in three-dimensional space. (Read Only) + + + + + Number of acceleration measurements which occurred during last frame. + + + + + Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make an on/off toggle button. + Is any key or mouse button currently held down? (Read Only) - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make an on/off toggle button. + Returns true the first frame the user hits any key or mouse button. (Read Only) - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make an on/off toggle button. + Should Back button quit the application? + +Only usable on Android, Windows Phone or Windows Tablets. - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make an on/off toggle button. + Property for accessing compass (handheld devices only). (Read Only) - Rectangle on the screen to use for the button. - Is this button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the toggle style from the current GUISkin is used. - - The new value of the button. - - + - Make a toolbar. + This property controls if input sensors should be compensated for screen orientation. - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Make a toolbar. + The current text input position used by IMEs to open windows. - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Make a toolbar. + The current IME composition string being typed by the user. - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Make a toolbar. + Device physical orientation as reported by OS. (Read Only) - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Make a toolbar. + Property indicating whether keypresses are eaten by a textinput if it has focus (default true). - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Make a toolbar. + Returns default gyroscope. - Rectangle on the screen to use for the toolbar. - The index of the selected button. - An array of strings to show on the toolbar buttons. - An array of textures on the toolbar buttons. - An array of text, image and tooltips for the toolbar buttons. - The style to use. If left out, the button style from the current GUISkin is used. - - - The index of the selected button. - - + - Remove focus from all windows. + Controls enabling and disabling of IME input composition. - + - Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + Does the user have an IME keyboard input source selected? - Rectangle on the screen to use for the scrollbar. - The position between min and max. - How much can we see? - The value at the top of the scrollbar. - The value at the bottom of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. + Returns the keyboard input entered this frame. (Read Only) - Rectangle on the screen to use for the scrollbar. - The position between min and max. - How much can we see? - The value at the top of the scrollbar. - The value at the bottom of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - A vertical slider the user can drag to change a value between a min and a max. + Property for accessing device location (handheld devices only). (Read Only) - Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. - The value at the top end of the slider. - The value at the bottom end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - - The value that has been set by the user. - - + - A vertical slider the user can drag to change a value between a min and a max. + The current mouse position in pixel coordinates. (Read Only) - Rectangle on the screen to use for the slider. - The value the slider shows. This determines the position of the draggable thumb. - The value at the top end of the slider. - The value at the bottom end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - - The value that has been set by the user. - - + - Make a popup window. + Indicates if a mouse device is detected. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Make a popup window. + The current mouse scroll delta. (Read Only) - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Make a popup window. + Property indicating whether the system handles multiple touches. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Make a popup window. + Enables/Disables mouse simulation with touches. By default this option is enabled. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Make a popup window. + Returns true when Stylus Touch is supported by a device or platform. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Make a popup window. + Number of touches. Guaranteed not to change throughout the frame. (Read Only) - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - ID number for the window (can be any value as long as it is unique). - Onscreen rectangle denoting the window's position and size. - Script function to display the window's contents. - Text to render inside the window. - Image to render inside the window. - GUIContent to render inside the window. - Style information for the window. - Text displayed in the window's title bar. - - Onscreen rectangle denoting the window's position and size. - - + - Callback to draw GUI within a window (used with GUI.Window). + Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). - - + - The contents of a GUI element. + Bool value which let's users check if touch pressure is supported. - + - The icon image contained. + Returns whether the device on which application is currently running supports touch input. - + - Shorthand for empty content. + Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). + - + - The text contained. + Returns the value of the virtual axis identified by axisName. + - + - The tooltip of this element. + Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. + - + - Constructor for GUIContent in all shapes and sizes. + Returns true while the virtual button identified by buttonName is held down. + - + - Build a GUIContent object containing only text. + Returns true during the frame the user pressed down the virtual button identified by buttonName. - + - + - Build a GUIContent object containing only an image. + Returns true the first frame the user releases the virtual button identified by buttonName. - + - + - Build a GUIContent object containing both text and an image. + Returns an array of strings describing the connected joysticks. - - - + - Build a GUIContent containing some text. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + Returns true while the user holds down the key identified by name. Think auto fire. - - + - + - Build a GUIContent containing an image. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + Returns true while the user holds down the key identified by the key KeyCode enum parameter. - - + - + - Build a GUIContent that contains both text, an image and has a tooltip defined. When the user hovers the mouse over it, the global GUI.tooltip is set to the tooltip. + Returns true during the frame the user starts pressing down the key identified by name. - - - + - + - Build a GUIContent as a copy of another GUIContent. + Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. - + - + - Base class for images & text strings displayed in a GUI. + Returns true during the frame the user releases the key identified by name. + - + - Returns bounding rectangle of GUIElement in screen coordinates. + Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. - + - + - Returns bounding rectangle of GUIElement in screen coordinates. + Returns whether the given mouse button is held down. - + - + - Is a point on screen inside the element? + Returns true during the frame the user pressed the given mouse button. - - + - + - Is a point on screen inside the element? + Returns true during the frame the user releases the given mouse button. - - + - + - Component added to a camera to make it render 2D GUI elements. + Returns object representing status of a specific touch. (Does not allocate temporary variables). + - + - Get the GUI element at a specific screen position. + Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). - + The name of the joystick to check (returned by Input.GetJoystickNames). + + True if the joystick layout has been preconfigured; false otherwise. + - + - The GUILayout class is the interface for Unity gui with automatic layout. + Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. - + - Disposable helper class for managing BeginArea / EndArea. + ActivityIndicator Style (iOS Specific). - + - Create a new AreaScope and begin the corresponding Area. + Do not show ActivityIndicator. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + The standard gray style of indicator (UIActivityIndicatorViewStyleGray). - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + The standard white style of indicator (UIActivityIndicatorViewStyleWhite). - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + Banner layout. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Create a new AreaScope and begin the corresponding Area. + Checks if banner contents are loaded. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a GUILayout block of GUI controls in a fixed screen area. + The position of the banner view. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a GUILayout block of GUI controls in a fixed screen area. + The size of the banner view. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + + + Banner visibility. Initially banner is not visible. + + + - Begin a GUILayout block of GUI controls in a fixed screen area. + Will be fired when banner ad failed to load. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a GUILayout block of GUI controls in a fixed screen area. + Will be fired when banner was clicked. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a GUILayout block of GUI controls in a fixed screen area. + Will be fired when banner loaded new ad. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a GUILayout block of GUI controls in a fixed screen area. + Creates a banner view with given type and auto-layout params. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - + + - + - Begin a GUILayout block of GUI controls in a fixed screen area. + Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - + - + - Begin a GUILayout block of GUI controls in a fixed screen area. + Specifies how banner should be layed out on screen. - Optional text to display in the area. - Optional texture to display in the area. - Optional text, image and tooltip top display for this area. - The style to use. If left out, the empty GUIStyle (GUIStyle.none) is used, giving a transparent background. - - + - Begin a Horizontal control group. + Traditional Banner: align to screen bottom. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a Horizontal control group. + Rect Banner: align to screen bottom, placing at the center. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a Horizontal control group. + Rect Banner: place in bottom-left corner. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a Horizontal control group. + Rect Banner: place in bottom-right corner. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a Horizontal control group. + Rect Banner: place exactly at screen center. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin an automatically laid out scrollview. + Rect Banner: align to screen left, placing at the center. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Rect Banner: align to screen right, placing at the center. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Completely manual positioning. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Traditional Banner: align to screen top. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Rect Banner: align to screen top, placing at the center. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Rect Banner: place in top-left corner. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin an automatically laid out scrollview. + Rect Banner: place in top-right corner. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - - - - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. - - + - Begin a vertical control group. + The type of the banner view. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a vertical control group. + Traditional Banner (it takes full screen width). - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a vertical control group. + Rect Banner (300x250). - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a vertical control group. + ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Begin a vertical control group. + Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0). - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout box. + Has the interstitial ad object downloaded an advertisement? (Read Only) - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout box. + Creates an interstitial ad. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + - + - Make an auto-layout box. + Creates an interstitial ad. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + - + - Make an auto-layout box. + Will be called when ad is ready to be shown. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout box. + Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout box. + Reload advertisement. - Text to display on the box. - Texture to display on the box. - Text, image and tooltip for this box. - The style to use. If left out, the box style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make a single press button. The user clicks them and something happens immediately. + Shows full-screen advertisement to user. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Specify calendar types. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Identifies the Buddhist calendar. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Identifies the Chinese calendar. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Identifies the Gregorian calendar. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Make a single press button. The user clicks them and something happens immediately. + Identifies the Hebrew calendar. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the users clicks the button. - - + - Close a GUILayout block started with BeginArea. + Identifies the Indian calendar. - + - Close a group started with BeginHorizontal. + Identifies the Islamic calendar. - + - End a scroll view begun with a call to BeginScrollView. + Identifies the Islamic civil calendar. - + - Close a group started with BeginVertical. + Identifies the ISO8601. - + - Option passed to a control to allow or disallow vertical expansion. + Identifies the Japanese calendar. - - + - Option passed to a control to allow or disallow horizontal expansion. + Identifies the Persian calendar. - - + - Insert a flexible space element. + Identifies the Republic of China (Taiwan) calendar. - + - Option passed to a control to give it an absolute height. + Specify calendrical units. - - + - Disposable helper class for managing BeginHorizontal / EndHorizontal. + Specifies the day unit. - + - Create a new HorizontalScope and begin the corresponding horizontal group. + Specifies the era unit. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new HorizontalScope and begin the corresponding horizontal group. + Specifies the hour unit. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new HorizontalScope and begin the corresponding horizontal group. + Specifies the minute unit. + + + + + Specifies the month unit. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new HorizontalScope and begin the corresponding horizontal group. + Specifies the quarter of the calendar. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new HorizontalScope and begin the corresponding horizontal group. + Specifies the second unit. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make a horizontal scrollbar. + Specifies the week unit. - The position between min and max. - How much can we see? - The value at the left end of the scrollbar. - The value at the right end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - Make a horizontal scrollbar. + Specifies the weekday unit. - The position between min and max. - How much can we see? - The value at the left end of the scrollbar. - The value at the right end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - A horizontal slider the user can drag to change a value between a min and a max. + Specifies the ordinal weekday unit. - The value the slider shows. This determines the position of the draggable thumb. - The value at the left end of the slider. - The value at the right end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The value that has been set by the user. - - + - A horizontal slider the user can drag to change a value between a min and a max. + Specifies the year unit. - The value the slider shows. This determines the position of the draggable thumb. - The value at the left end of the slider. - The value at the right end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The value that has been set by the user. - - + - Make an auto-layout label. + Interface into iOS specific functionality. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout label. + Advertising ID. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout label. + Is advertising tracking enabled. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout label. + The generation of the device. (Read Only) - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout label. + iOS version. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make an auto-layout label. + Vendor ID. - Text to display on the label. - Texture to display on the label. - Text, image and tooltip for this label. - The style to use. If left out, the label style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Option passed to a control to specify a maximum height. + Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. - + - + - Option passed to a control to specify a maximum width. + Set file flag to be excluded from iCloud/iTunes backup. - + - + - Option passed to a control to specify a minimum height. + iOS device generation. - - + - Option passed to a control to specify a minimum width. - + iPad, first generation. - - + - Make a text field where the user can enter a password. + iPad, second generation. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - - The edited password. - - + - Make a text field where the user can enter a password. + iPad, third generation. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - - The edited password. - - + - Make a text field where the user can enter a password. + iPad, fourth generation. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - - The edited password. - - + - Make a text field where the user can enter a password. + iPad Air, fifth generation. - Password to edit. The return value of this function should be assigned back to the string as shown in the example. - Character to mask the password with. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - - - The edited password. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPad Air. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPad Air 2. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPadMini, first generation. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPadMini Retina, second generation. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPad Mini 3. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Make a repeating button. The button returns true as long as the user holds down the mouse. + iPad Mini, fourth generation. - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - true when the holds down the mouse. - - + - Disposable helper class for managing BeginScrollView / EndScrollView. + iPad Pro 9.7", first generation. - + - Whether this ScrollView should handle scroll wheel events. (default: true). + iPad Pro, first generation. - + - The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example. + Yet unknown iPad. - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone, first generation. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone, second generation. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone, third generation. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone, fourth generation. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone, fifth generation. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Create a new ScrollViewScope and begin the corresponding ScrollView. + iPhone5. - The position to use display. - Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when the content inside the ScrollView is wider than the scrollview itself. - Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when content inside the ScrollView is taller than the scrollview itself. - Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. - Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. - - - - + - Make a Selection Grid. + iPhone 5C. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a Selection Grid. + iPhone 5S. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a Selection Grid. + iPhone 6. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a Selection Grid. + iPhone 6 plus. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a Selection Grid. + iPhone 6S. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a Selection Grid. + iPhone 6S Plus. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Insert a space in the current layout group. + iPhone 7. - - + - Make a multi-line text field where the user can edit a string. + iPhone 7 Plus. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a multi-line text field where the user can edit a string. + iPhone SE, first generation. + + + + + Yet unknown iPhone. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a multi-line text field where the user can edit a string. + iPod Touch, first generation. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a multi-line text field where the user can edit a string. + iPod Touch, second generation. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textField style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.&amp;lt;br&amp;gt; -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + iPod Touch, third generation. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + iPod Touch, fourth generation. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + iPod Touch, fifth generation. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make a single-line text field where the user can edit a string. + Yet unknown iPod Touch. - Text to edit. The return value of this function should be assigned back to the string as shown in the example. - The maximum length of the string. If left out, the user can type for ever and ever. - The style to use. If left out, the textArea style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The edited string. - - + - Make an on/off toggle button. + iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make an on/off toggle button. + The title of the action button or slider. - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make an on/off toggle button. + The message displayed in the notification alert. - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make an on/off toggle button. + Identifies the image used as the launch image when the user taps the action button. - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make an on/off toggle button. + The number to display as the application's icon badge. - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make an on/off toggle button. + The default system sound. (Read Only) - Is the button on or off? - Text to display on the button. - Texture to display on the button. - Text, image and tooltip for this button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The new value of the button. - - + - Make a toolbar. + The date and time when the system should deliver the notification. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a toolbar. + A boolean value that controls whether the alert action is visible or not. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a toolbar. + The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a toolbar. + The calendar interval at which to reschedule the notification. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a toolbar. + The name of the sound file to play when an alert is displayed. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Make a toolbar. + The time zone of the notification's fire date. - The index of the selected button. - An array of strings to show on the buttons. - An array of textures on the buttons. - An array of text, image and tooltips for the button. - The style to use. If left out, the button style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - - The index of the selected button. - - + - Disposable helper class for managing BeginVertical / EndVertical. + A dictionary for passing custom information to the notified application. - + - Create a new VerticalScope and begin the corresponding vertical group. + Creates a new local notification. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new VerticalScope and begin the corresponding vertical group. + NotificationServices is only available on iPhoneiPadiPod Touch. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new VerticalScope and begin the corresponding vertical group. + Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new VerticalScope and begin the corresponding vertical group. + Enabled local and remote notification types. - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Create a new VerticalScope and begin the corresponding vertical group. + The number of received local notifications. (Read Only) - Text to display on group. - Texture to display on group. - Text, image, and tooltip for this group. - The style to use for background image and padding values. If left out, the background is transparent. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - + - Make a vertical scrollbar. + The list of objects representing received local notifications. (Read Only) - The position between min and max. - How much can we see? - The value at the top end of the scrollbar. - The value at the bottom end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - Make a vertical scrollbar. + Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) - The position between min and max. - How much can we see? - The value at the top end of the scrollbar. - The value at the bottom end of the scrollbar. - The style to use for the scrollbar background. If left out, the horizontalScrollbar style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - The modified value. This can be changed by the user by dragging the scrollbar, or clicking the arrows at the end. - - + - A vertical slider the user can drag to change a value between a min and a max. + The number of received remote notifications. (Read Only) - The value the slider shows. This determines the position of the draggable thumb. - The value at the top end of the slider. - The value at the bottom end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - - - The value that has been set by the user. - - + - A vertical slider the user can drag to change a value between a min and a max. + The list of objects representing received remote notifications. (Read Only) - The value the slider shows. This determines the position of the draggable thumb. - The value at the top end of the slider. - The value at the bottom end of the slider. - The GUIStyle to use for displaying the dragging area. If left out, the horizontalSlider style from the current GUISkin is used. - The GUIStyle to use for displaying draggable thumb. If left out, the horizontalSliderThumb style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style. - - - - The value that has been set by the user. - - + - Option passed to a control to give it an absolute width. + All currently scheduled local notifications. - - + - Make a popup window that layouts its contents automatically. + Cancels the delivery of all scheduled local notifications. - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - - + - Make a popup window that layouts its contents automatically. + Cancels the delivery of the specified scheduled local notification. - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - + - + - Make a popup window that layouts its contents automatically. + Discards of all received local notifications. - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - - + - Make a popup window that layouts its contents automatically. + Discards of all received remote notifications. - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - - + - Make a popup window that layouts its contents automatically. + Returns an object representing a specific local notification. (Read Only) - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - + - + - Make a popup window that layouts its contents automatically. + Returns an object representing a specific remote notification. (Read Only) - A unique ID to use for each window. This is the ID you'll use to interface to it. - Rectangle on the screen to use for the window. The layouting system will attempt to fit the window inside it - if that cannot be done, it will adjust the rectangle to fit. - The function that creates the GUI inside the window. This function must take one parameter - the id of the window it's currently making GUI for. - Text to display as a title for the window. - Texture to display an image in the titlebar. - Text, image and tooltip for this window. - An optional style to use for the window. If left out, the window style from the current GUISkin is used. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style or the screenRect you pass in.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectangle the window is at. This can be in a different position and have a different size than the one you passed in. - + - + - Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class. + Presents a local notification immediately. + + + + + + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + Notification types to register for. + Specify true to also register for remote notifications. - + - Utility functions for implementing and extending the GUILayout class. + Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + Notification types to register for. + Specify true to also register for remote notifications. - + - Reserve layout space for a rectangle with a specific aspect ratio. + Schedules a local notification. - The aspect ratio of the element (width / height). - An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rect for the control. - + - + - Reserve layout space for a rectangle with a specific aspect ratio. + Unregister for remote notifications. - The aspect ratio of the element (width / height). - An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rect for the control. - - + - Reserve layout space for a rectangle with a specific aspect ratio. + Specifies local and remote notification types. - The aspect ratio of the element (width / height). - An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rect for the control. - - + - Reserve layout space for a rectangle with a specific aspect ratio. + Notification is an alert message. - The aspect ratio of the element (width / height). - An optional style. If specified, the style's padding value will be added to the sizes of the returned rectangle & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rect for the control. - - + - Get the rectangle last used by GUILayout for a control. + Notification is a badge shown above the application's icon. - - The last used rectangle. - - + - Reserve layout space for a rectangle for displaying some contents with a specific style. + No notification types specified. - The content to make room for displaying. - The GUIStyle to layout for. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle that is large enough to contain content when rendered in style. - - + - Reserve layout space for a rectangle for displaying some contents with a specific style. + Notification is an alert sound. - The content to make room for displaying. - The GUIStyle to layout for. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle that is large enough to contain content when rendered in style. - - + - Reserve layout space for a rectangle with a fixed content area. + On Demand Resources API. - The width of the area you want. - The height of the area you want. - An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectanlge to put your control in. - - + - Reserve layout space for a rectangle with a fixed content area. + Indicates whether player was built with "Use On Demand Resources" player setting enabled. - The width of the area you want. - The height of the area you want. - An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectanlge to put your control in. - - + - Reserve layout space for a rectangle with a fixed content area. + Creates an On Demand Resources (ODR) request. - The width of the area you want. - The height of the area you want. - An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. + Tags for On Demand Resources that should be included in the request. - The rectanlge to put your control in. + Object representing ODR request. - + - Reserve layout space for a rectangle with a fixed content area. + Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. - The width of the area you want. - The height of the area you want. - An optional GUIStyle to layout for. If specified, the style's padding value will be added to your sizes & its margin value will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - The rectanlge to put your control in. - - + - Reserve layout space for a flexible rect. + Returns an error after operation is complete. - The minimum width of the area passed back. - The maximum width of the area passed back. - The minimum width of the area passed back. - The maximum width of the area passed back. - An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle with size between minWidth & maxWidth on both axes. - - + - Reserve layout space for a flexible rect. + Sets the priority for request. - The minimum width of the area passed back. - The maximum width of the area passed back. - The minimum width of the area passed back. - The maximum width of the area passed back. - An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle with size between minWidth & maxWidth on both axes. - - + - Reserve layout space for a flexible rect. + Release all resources kept alive by On Demand Resources (ODR) request. - The minimum width of the area passed back. - The maximum width of the area passed back. - The minimum width of the area passed back. - The maximum width of the area passed back. - An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle with size between minWidth & maxWidth on both axes. - - + - Reserve layout space for a flexible rect. + Gets file system's path to the resource available in On Demand Resources (ODR) request. - The minimum width of the area passed back. - The maximum width of the area passed back. - The minimum width of the area passed back. - The maximum width of the area passed back. - An optional style. If specified, the style's padding value will be added to the sizes requested & the style's margin values will be used for spacing. - An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.<br> -See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, -GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. - - A rectangle with size between minWidth & maxWidth on both axes. - + Resource name. - + - General settings for how the GUI behaves. + RemoteNotification is only available on iPhoneiPadiPod Touch. - + - The color of the cursor in text fields. + The message displayed in the notification alert. (Read Only) - + - The speed of text field cursor flashes. + The number to display as the application's icon badge. (Read Only) - + - Should double-clicking select words in text fields. + A boolean value that controls whether the alert action is visible or not. (Read Only) - + - The color of the selection rect in text fields. + The name of the sound file to play when an alert is displayed. (Read Only) - + - Should triple-clicking select whole text in text fields. + A dictionary for passing custom information to the notified application. (Read Only) - + - Defines how GUI looks and behaves. + Interface to receive callbacks upon serialization and deserialization. - + - Style used by default for GUI.Box controls. + Implement this method to receive a callback after Unity deserializes your object. - + - Style used by default for GUI.Button controls. + Implement this method to receive a callback before Unity serializes your object. - + - Array of GUI styles for specific needs. + Joint is the base class for all joints. - + - The default font to use for all styles. + The Position of the anchor around which the joints motion is constrained. - + - Style used by default for the background part of GUI.HorizontalScrollbar controls. + Should the connectedAnchor be calculated automatically? - + - Style used by default for the left button on GUI.HorizontalScrollbar controls. + The Direction of the axis around which the body is constrained. - + - Style used by default for the right button on GUI.HorizontalScrollbar controls. + The force that needs to be applied for this joint to break. - + - Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. + The torque that needs to be applied for this joint to break. - + - Style used by default for the background part of GUI.HorizontalSlider controls. + Position of the anchor relative to the connected Rigidbody. - + - Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. + A reference to another rigidbody this joint connects to. - + - Style used by default for GUI.Label controls. + The force applied by the solver to satisfy all constraints. - + - Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). + The torque applied by the solver to satisfy all constraints. - + - Generic settings for how controls should behave with this skin. + Enable collision between bodies connected with the joint. - + - Style used by default for GUI.TextArea controls. + Toggle preprocessing for this joint. - + - Style used by default for GUI.TextField controls. + Parent class for joints to connect Rigidbody2D objects. - + - Style used by default for GUI.Toggle controls. + The force that needs to be applied for this joint to break. - + - Style used by default for the background part of GUI.VerticalScrollbar controls. + The torque that needs to be applied for this joint to break. - + - Style used by default for the down button on GUI.VerticalScrollbar controls. + Can the joint collide with the other Rigidbody2D object to which it is attached? - + - Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. + The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). - + - Style used by default for the up button on GUI.VerticalScrollbar controls. + Should the two rigid bodies connected with this joint collide with each other? - + - Style used by default for the background part of GUI.VerticalSlider controls. + Gets the reaction force of the joint. - + - Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. + Gets the reaction torque of the joint. - + - Style used by default for Window controls (SA GUI.Window). + Gets the reaction force of the joint given the specified timeStep. + The time to calculate the reaction force for. + + The reaction force of the joint in the specified timeStep. + - + - Try to search for a GUIStyle. This functions returns NULL and does not give an error. + Gets the reaction torque of the joint given the specified timeStep. - + The time to calculate the reaction torque for. + + The reaction torque of the joint in the specified timeStep. + - + - Get a named GUIStyle. + Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. - - + - Styling information for GUI elements. + Upper angular limit of rotation. - + - Rendering settings for when the control is pressed down. + Lower angular limit of rotation. - + - Text alignment. + How the joint's movement will behave along its local X axis. - + - The borders of all background images. + Amount of force applied to push the object toward the defined direction. - + - What to do when the contents to be rendered is too large to fit within the area given. + Whether the drive should attempt to reach position, velocity, both or nothing. - + - Pixel offset to apply to the content of this GUIstyle. + Resistance strength against the Position Spring. Only used if mode includes Position. - + - If non-0, any GUI elements rendered with this style will have the height specified here. + Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. - + - If non-0, any GUI elements rendered with this style will have the width specified here. + The ConfigurableJoint attempts to attain position / velocity targets based on this flag. - + - Rendering settings for when the element has keyboard focus. + Don't apply any forces to reach the target. - + - The font to use for rendering. If null, the default font for the current GUISkin is used instead. + Try to reach the specified target position. - + - The font size to use (for dynamic fonts). + Try to reach the specified target position and velocity. - + - The font style to use (for dynamic fonts). + Try to reach the specified target velocity. - + - Rendering settings for when the mouse is hovering over the control. + JointLimits is used by the HingeJoint to limit the joints angle. - + - How image and text of the GUIContent is combined. + The minimum impact velocity which will cause the joint to bounce. - + - The height of one line of text with this style, measured in pixels. (Read Only) + Determines the size of the bounce when the joint hits it's limit. Also known as restitution. - + - The margins between elements rendered in this style and any other GUI elements. + Distance inside the limit value at which the limit will be considered to be active by the solver. - + - The name of this GUIStyle. Used for getting them based on name. + The upper angular limit (in degrees) of the joint. - + - Shortcut for an empty GUIStyle. + The lower angular limit (in degrees) of the joint. - + - Rendering settings for when the component is displayed normally. + Represents the state of a joint limit. - + - Rendering settings for when the element is turned on and pressed down. + Represents a state where the joint limit is at the specified lower and upper limits (they are identical). - + - Rendering settings for when the element has keyboard and is turned on. + Represents a state where the joint limit is inactive. - + - Rendering settings for when the control is turned on and the mouse is hovering it. + Represents a state where the joint limit is at the specified lower limit. - + - Rendering settings for when the control is turned on. + Represents a state where the joint limit is at the specified upper limit. - + - Extra space to be added to the background image. + The JointMotor is used to motorize a joint. - + - Space from the edge of GUIStyle to the start of the contents. + The motor will apply a force. - + - Enable HTML-style tags for Text Formatting Markup. + If freeSpin is enabled the motor will only accelerate but never slow down. - + - Can GUI elements of this style be stretched vertically for better layout? + The motor will apply a force up to force to achieve targetVelocity. - + - Can GUI elements of this style be stretched horizontally for better layouting? + Parameters for the optional motor force applied to a Joint2D. - + - Should the text be wordwrapped? + The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. - + - How tall this element will be when rendered with content and a specific width. + The desired speed for the Rigidbody2D to reach as it moves with the joint. - - - + - Calculate the minimum and maximum widths for this style rendered with content. + Determines how to snap physics joints back to its constrained position when it drifts off too much. - - - - + - Calculate the size of an element formatted with this style, and a given space to content. + Don't snap at all. - - + - Calculate the size of a some content if it is rendered with this style. + Snap both position and rotation. - - + - Constructor for empty GUIStyle. + Snap Position only. - + - Constructs GUIStyle identical to given other GUIStyle. + JointSpring is used add a spring force to HingeJoint and PhysicMaterial. - - + - Draw this GUIStyle on to the screen, internal version. + The damper force uses to dampen the spring. - - - - - - + - Draw the GUIStyle with a text string inside. + The spring forces used to reach the target position. - - - - - - - + - Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down. + The target position the joint attempts to reach. - - - - - - - + - Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + Joint suspension is used to define how suspension works on a WheelJoint2D. + + + + + The world angle (in degrees) along which the suspension will move. - - - - - - - - + - Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + The amount by which the suspension spring force is reduced in proportion to the movement speed. - - - - - - - - + - Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down. + The frequency at which the suspension spring oscillates. - - - - - - - - + - Draw this GUIStyle with selected content. + Motion limits of a Rigidbody2D object along a SliderJoint2D. - - - - - + - Draw this GUIStyle with selected content. + Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. - - - - - - + - Get the pixel position of a given string index. + Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. - - - - + - Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. + Utility functions for working with JSON data. - - - - + - Get a named GUI style from the current skin. + Create an object from its JSON representation. - + The JSON representation of the object. + + An instance of the object. + - + - Specialized values for the given states used by GUIStyle objects. + Create an object from its JSON representation. + The JSON representation of the object. + The type of object represented by the Json. + + An instance of the object. + - + - The background image used by GUI elements in this given state. + Overwrite data in an object by reading from its JSON representation. + The JSON representation of the object. + The object that should be overwritten. - + - Background images used by this state when on a high-resolution screen. It should either be left empty, or contain a single image that is exactly twice the resolution of background. This is only used by the editor. The field is not copied to player data, and is not accessible from player code. + Generate a JSON representation of the public fields of an object. + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + - + - The text color used by GUI elements in this state. + Generate a JSON representation of the public fields of an object. + The object to convert to JSON form. + If true, format the output for readability. If false, format the output for minimum size. Default is false. + + The object's data in JSON format. + - + - Allows to control for which display the OnGUI is called. + Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. - + - Default constructor initializes the attribute for OnGUI to be called for all available displays. + 'a' key. - Display index. - Display index. - Display index list. - + - Default constructor initializes the attribute for OnGUI to be called for all available displays. + The '0' key on the top of the alphanumeric keyboard. - Display index. - Display index. - Display index list. - + - Default constructor initializes the attribute for OnGUI to be called for all available displays. + The '1' key on the top of the alphanumeric keyboard. - Display index. - Display index. - Display index list. - + - Default constructor initializes the attribute for OnGUI to be called for all available displays. + The '2' key on the top of the alphanumeric keyboard. - Display index. - Display index. - Display index list. - + - A text string displayed in a GUI. + The '3' key on the top of the alphanumeric keyboard. - + - The alignment of the text. + The '4' key on the top of the alphanumeric keyboard. - + - The anchor of the text. + The '5' key on the top of the alphanumeric keyboard. - + - The color used to render the text. + The '6' key on the top of the alphanumeric keyboard. - + - The font used for the text. + The '7' key on the top of the alphanumeric keyboard. - + - The font size to use (for dynamic fonts). + The '8' key on the top of the alphanumeric keyboard. - + - The font style to use (for dynamic fonts). + The '9' key on the top of the alphanumeric keyboard. - + - The line spacing multiplier. + Alt Gr key. - + - The Material to use for rendering. + Ampersand key '&'. - + - The pixel offset of the text. + Asterisk key '*'. - + - Enable HTML-style tags for Text Formatting Markup. + At key '@'. - + - The tab width multiplier. + 'b' key. - + - The text to display. + Back quote key '`'. - + - A texture image used in a 2D GUI. + Backslash key '\'. - + - The border defines the number of pixels from the edge that are not affected by scale. + The backspace key. - + - The color of the GUI texture. + Break key. - + - Pixel inset used for pixel adjustments for size and position. + 'c' key. - + - The texture used for drawing. + Capslock key. - + - Utility class for making new GUI controls. + Caret key '^'. - + - A global property, which is true if a ModalWindow is being displayed, false otherwise. + The Clear key. - + - The controlID of the current hot control. + Colon ':' key. - + - The controlID of the control that has keyboard focus. + Comma ',' key. - + - Get access to the system-wide pasteboard. + 'd' key. - + - Get a unique ID for a control. + The forward delete key. - - - + - Get a unique ID for a control. + Dollar sign key '$'. - - - + - Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + Double quote key '"'. - - - - + - Get a unique ID for a control, using an integer as a hint to help ensure correct matching of IDs to controls. + Down arrow key. - - - - + - Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + 'e' key. - - - - + - Get a unique ID for a control, using a the label content as a hint to help ensure correct matching of IDs to controls. + End key. - - - - + - Get a state object from a controlID. + Equals '=' key. - - - + - Convert a point from GUI position to screen space. + Escape key. - - + - Get an existing state object from a controlID. + Exclamation mark key '!'. - - - + - Helper function to rotate the GUI around a point. + 'f' key. - - - + - Helper function to scale the GUI around a point. + F1 function key. - - - + - Convert a point from screen space to GUI position. + F10 function key. - - + - Interface into the Gyroscope. + F11 function key. - + - Returns the attitude (ie, orientation in space) of the device. + F12 function key. - + - Sets or retrieves the enabled status of this gyroscope. + F13 function key. - + - Returns the gravity acceleration vector expressed in the device's reference frame. + F14 function key. - + - Returns rotation rate as measured by the device's gyroscope. + F15 function key. - + - Returns unbiased rotation rate as measured by the device's gyroscope. + F2 function key. - + - Sets or retrieves gyroscope interval in seconds. + F3 function key. - + - Returns the acceleration that the user is giving to the device. + F4 function key. - + - Interface into functionality unique to handheld devices. + F5 function key. - + - Determines whether or not a 32-bit display buffer will be used. + F6 function key. - + - Gets the current activity indicator style. + F7 function key. - + - Plays a full-screen movie. + F8 function key. - Filesystem path to the movie file. - Background color. - How the playback controls are to be displayed. - How the movie is to be scaled to fit the screen. - + - Plays a full-screen movie. + F9 function key. - Filesystem path to the movie file. - Background color. - How the playback controls are to be displayed. - How the movie is to be scaled to fit the screen. - + - Plays a full-screen movie. + 'g' key. - Filesystem path to the movie file. - Background color. - How the playback controls are to be displayed. - How the movie is to be scaled to fit the screen. - + - Plays a full-screen movie. + Greater than '>' key. - Filesystem path to the movie file. - Background color. - How the playback controls are to be displayed. - How the movie is to be scaled to fit the screen. - + - Sets the desired activity indicator style. + 'h' key. - - + - Sets the desired activity indicator style. + Hash key '#'. - - + - Starts os activity indicator. + Help key. - + - Stops os activity indicator. + Home key. - + - Triggers device vibration. + 'i' key. - + - Represent the hash value. + Insert key key. - + - Get if the hash value is valid or not. (Read Only) + 'j' key. - + - Construct the Hash128. + Button 0 on first joystick. - - - - - + - Convert the input string to Hash128. + Button 1 on first joystick. - - + - Convert Hash128 to string. + Button 10 on first joystick. - + - Use this PropertyAttribute to add a header above some fields in the Inspector. + Button 11 on first joystick. - + - The header text. + Button 12 on first joystick. - + - Add a header above some fields in the Inspector. + Button 13 on first joystick. - The header text. - + - Provide a custom documentation URL for a class. + Button 14 on first joystick. - + - Initialize the HelpURL attribute with a documentation url. + Button 15 on first joystick. - The custom documentation URL for this class. - + - The documentation URL specified for this class. + Button 16 on first joystick. - + - Bit mask that controls object destruction, saving and visibility in inspectors. + Button 17 on first joystick. - + - The object will not be saved to the scene. It will not be destroyed when a new scene is loaded. It is a shortcut for HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.DontUnloadUnusedAsset. + Button 18 on first joystick. - + - The object will not be saved when building a player. + Button 19 on first joystick. - + - The object will not be saved to the scene in the editor. + Button 2 on first joystick. - + - The object will not be unloaded by Resources.UnloadUnusedAssets. + Button 3 on first joystick. - + - A combination of not shown in the hierarchy, not saved to to scenes and not unloaded by The object will not be unloaded by Resources.UnloadUnusedAssets. + Button 4 on first joystick. - + - The object will not appear in the hierarchy. + Button 5 on first joystick. - + - It is not possible to view it in the inspector. + Button 6 on first joystick. - + - A normal, visible object. This is the default. + Button 7 on first joystick. - + - The object is not be editable in the inspector. + Button 8 on first joystick. - + - Makes a variable not show up in the inspector but be serialized. + Button 9 on first joystick. - + - The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. + Button 0 on second joystick. - + - The current angle in degrees of the joint relative to its rest position. (Read Only) + Button 1 on second joystick. - + - Limit of angular rotation (in degrees) on the hinge joint. + Button 10 on second joystick. - + - The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. + Button 11 on second joystick. - + - The spring attempts to reach a target angle by adding spring and damping forces. + Button 12 on second joystick. - + - Enables the joint's limits. Disabled by default. + Button 13 on second joystick. - + - Enables the joint's motor. Disabled by default. + Button 14 on second joystick. - + - Enables the joint's spring. Disabled by default. + Button 15 on second joystick. - + - The angular velocity of the joint in degrees per second. + Button 16 on second joystick. - + - Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. + Button 17 on second joystick. - + - The current joint angle (in degrees) with respect to the reference angle. + Button 18 on second joystick. - + - The current joint speed. + Button 19 on second joystick. - + - Limit of angular rotation (in degrees) on the joint. + Button 2 on second joystick. - + - Gets the state of the joint limit. + Button 3 on second joystick. - + - Parameters for the motor force applied to the joint. + Button 4 on second joystick. - + - The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + Button 5 on second joystick. - + - Should limits be placed on the range of rotation? + Button 6 on second joystick. - + - Should the joint be rotated automatically by a motor torque? + Button 7 on second joystick. - + - Gets the motor torque of the joint given the specified timestep. + Button 8 on second joystick. - The time to calculate the motor torque for. - + - Wrapping modes for text that reaches the horizontal boundary. + Button 9 on second joystick. - + - Text can exceed the horizontal boundary. + Button 0 on third joystick. - + - Text will word-wrap when reaching the horizontal boundary. + Button 1 on third joystick. - + - This is the data structure for holding individual host information. + Button 10 on third joystick. - + - A miscellaneous comment (can hold data). + Button 11 on third joystick. - + - Currently connected players. + Button 12 on third joystick. - + - The name of the game (like John Doe's Game). + Button 13 on third joystick. - + - The type of the game (like "MyUniqueGameType"). + Button 14 on third joystick. - + - The GUID of the host, needed when connecting with NAT punchthrough. + Button 15 on third joystick. - + - Server IP address. + Button 16 on third joystick. - + - Does the server require a password? + Button 17 on third joystick. - + - Maximum players limit. + Button 18 on third joystick. - + - Server port. + Button 19 on third joystick. - + - Does this server require NAT punchthrough? + Button 2 on third joystick. - + - Human Body Bones. + Button 3 on third joystick. - + - This is the Chest bone. + Button 4 on third joystick. - + - This is the Head bone. + Button 5 on third joystick. - + - This is the Hips bone. + Button 6 on third joystick. - + - This is the Jaw bone. + Button 7 on third joystick. - + - This is the Last bone index delimiter. + Button 8 on third joystick. - + - This is the Left Eye bone. + Button 9 on third joystick. - + - This is the Left Ankle bone. + Button 0 on forth joystick. - + - This is the Left Wrist bone. + Button 1 on forth joystick. - + - This is the left index 3rd phalange. + Button 10 on forth joystick. - + - This is the left index 2nd phalange. + Button 11 on forth joystick. - + - This is the left index 1st phalange. + Button 12 on forth joystick. - + - This is the left little 3rd phalange. + Button 13 on forth joystick. - + - This is the left little 2nd phalange. + Button 14 on forth joystick. - + - This is the left little 1st phalange. + Button 15 on forth joystick. - + - This is the Left Elbow bone. + Button 16 on forth joystick. - + - This is the Left Knee bone. + Button 17 on forth joystick. - + - This is the left middle 3rd phalange. + Button 18 on forth joystick. - + - This is the left middle 2nd phalange. + Button 19 on forth joystick. - + - This is the left middle 1st phalange. + Button 2 on forth joystick. - + - This is the left ring 3rd phalange. + Button 3 on forth joystick. - + - This is the left ring 2nd phalange. + Button 4 on forth joystick. - + - This is the left ring 1st phalange. + Button 5 on forth joystick. - + - This is the Left Shoulder bone. + Button 6 on forth joystick. - + - This is the left thumb 3rd phalange. + Button 7 on forth joystick. - + - This is the left thumb 2nd phalange. + Button 8 on forth joystick. - + - This is the left thumb 1st phalange. + Button 9 on forth joystick. - + - This is the Left Toes bone. + Button 0 on fifth joystick. - + - This is the Left Upper Arm bone. + Button 1 on fifth joystick. - + - This is the Left Upper Leg bone. + Button 10 on fifth joystick. - + - This is the Neck bone. + Button 11 on fifth joystick. - + - This is the Right Eye bone. + Button 12 on fifth joystick. - + - This is the Right Ankle bone. + Button 13 on fifth joystick. - + - This is the Right Wrist bone. + Button 14 on fifth joystick. - + - This is the right index 3rd phalange. + Button 15 on fifth joystick. - + - This is the right index 2nd phalange. + Button 16 on fifth joystick. - + - This is the right index 1st phalange. + Button 17 on fifth joystick. - + - This is the right little 3rd phalange. + Button 18 on fifth joystick. - + - This is the right little 2nd phalange. + Button 19 on fifth joystick. - + - This is the right little 1st phalange. + Button 2 on fifth joystick. - + - This is the Right Elbow bone. + Button 3 on fifth joystick. - + - This is the Right Knee bone. + Button 4 on fifth joystick. - + - This is the right middle 3rd phalange. + Button 5 on fifth joystick. - + - This is the right middle 2nd phalange. + Button 6 on fifth joystick. - + - This is the right middle 1st phalange. + Button 7 on fifth joystick. - + - This is the right ring 3rd phalange. + Button 8 on fifth joystick. - + - This is the right ring 2nd phalange. + Button 9 on fifth joystick. - + - This is the right ring 1st phalange. + Button 0 on sixth joystick. - + - This is the Right Shoulder bone. + Button 1 on sixth joystick. - + - This is the right thumb 3rd phalange. + Button 10 on sixth joystick. - + - This is the right thumb 2nd phalange. + Button 11 on sixth joystick. - + - This is the right thumb 1st phalange. + Button 12 on sixth joystick. - + - This is the Right Toes bone. + Button 13 on sixth joystick. - + - This is the Right Upper Arm bone. + Button 14 on sixth joystick. - + - This is the Right Upper Leg bone. + Button 15 on sixth joystick. - + - This is the first Spine bone. + Button 16 on sixth joystick. - + - The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. + Button 17 on sixth joystick. - + - The name of the bone to which the Mecanim human bone is mapped. + Button 18 on sixth joystick. - + - The name of the Mecanim human bone to which the bone from the model is mapped. + Button 19 on sixth joystick. - + - The rotation limits that define the muscle for this bone. + Button 2 on sixth joystick. - + - Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. + Button 3 on sixth joystick. - + - Amount by which the arm's length is allowed to stretch when using IK. + Button 4 on sixth joystick. - + - Modification to the minimum distance between the feet of a humanoid model. + Button 5 on sixth joystick. - + - True for any human that has a translation Degree of Freedom (DoF). It is set to false by default. + Button 6 on sixth joystick. - + - Mapping between Mecanim bone names and bone names in the rig. + Button 7 on sixth joystick. - + - Amount by which the leg's length is allowed to stretch when using IK. + Button 8 on sixth joystick. - + - Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. + Button 9 on sixth joystick. - + - Defines how the lower leg's roll/twisting is distributed between the knee and ankle. + Button 0 on seventh joystick. - + - List of bone Transforms to include in the model. + Button 1 on seventh joystick. - + - Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints. + Button 10 on seventh joystick. - + - Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. + Button 11 on seventh joystick. - + - This class stores the rotation limits that define the muscle for a single human bone. + Button 12 on seventh joystick. - + - Length of the bone to which the limit is applied. + Button 13 on seventh joystick. - + - The default orientation of a bone when no muscle action is applied. + Button 14 on seventh joystick. - + - The maximum rotation away from the initial value that this muscle can apply. + Button 15 on seventh joystick. - + - The maximum negative rotation away from the initial value that this muscle can apply. + Button 16 on seventh joystick. - + - Should this limit use the default values? + Button 17 on seventh joystick. - + - Retargetable humanoid pose. + Button 18 on seventh joystick. - + - The human body position for that pose. + Button 19 on seventh joystick. - + - The human body orientation for that pose. + Button 2 on seventh joystick. - + - The array of muscle values for that pose. + Button 3 on seventh joystick. - + - A handler that lets you read or write a HumanPose from or to a humanoid avatar skeleton hierarchy. + Button 4 on seventh joystick. - + - Creates a human pose handler from an avatar and a root transform. + Button 5 on seventh joystick. - The avatar that defines the humanoid rig on skeleton hierarchy with root as the top most parent. - The top most node of the skeleton hierarchy defined in humanoid avatar. - + - Gets a human pose from the handled avatar skeleton. + Button 6 on seventh joystick. - The output human pose. - + - Sets a human pose on the handled avatar skeleton. + Button 7 on seventh joystick. - The human pose to be set. - + - Details of all the human bone and muscle types defined by Mecanim. + Button 8 on seventh joystick. - + - The number of human bone types defined by Mecanim. + Button 9 on seventh joystick. - + - Return the bone to which a particular muscle is connected. + Button 0 on eighth joystick. - Muscle index. - + - Array of the names of all human bone types defined by Mecanim. + Button 1 on eighth joystick. - + - Get the default maximum value of rotation for a muscle in degrees. + Button 10 on eighth joystick. - Muscle index. - + - Get the default minimum value of rotation for a muscle in degrees. + Button 11 on eighth joystick. - Muscle index. - + - Returns parent humanoid bone index of a bone. + Button 12 on eighth joystick. - Humanoid bone index to get parent from. - - Humanoid bone index of parent. - - + - The number of human muscle types defined by Mecanim. + Button 13 on eighth joystick. - + - Obtain the muscle index for a particular bone index and "degree of freedom". + Button 14 on eighth joystick. - Bone index. - Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis. - + - Array of the names of all human muscle types defined by Mecanim. + Button 15 on eighth joystick. - + - Is the bone a member of the minimal set of bones that Mecanim requires for a human model? + Button 16 on eighth joystick. - Index of the bone to test. - + - The number of bone types that are required by Mecanim for any human model. + Button 17 on eighth joystick. - + - This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. + Button 18 on eighth joystick. - + - Given a point and a camera is the raycast valid. + Button 19 on eighth joystick. - Screen position. - Raycast camera. - - Valid. - - + - Interface for custom logger implementation. + Button 2 on eighth joystick. - + - To selective enable debug log message. + Button 3 on eighth joystick. - + - To runtime toggle debug logging [ON/OFF]. + Button 4 on eighth joystick. - + - Set Logger.ILogHandler. + Button 5 on eighth joystick. - + - Check logging is enabled based on the LogType. + Button 6 on eighth joystick. - - - Retrun true in case logs of LogType will be logged otherwise returns false. - - + - Logs message to the Unity Console using default logger. + Button 7 on eighth joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 8 on eighth joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 9 on eighth joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 0 on any joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 1 on any joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 10 on any joystick. - - - - - + - Logs message to the Unity Console using default logger. + Button 11 on any joystick. - - - - - + - A variant of ILogger.Log that logs an error message. + Button 12 on any joystick. - - - - + - A variant of ILogger.Log that logs an error message. + Button 13 on any joystick. - - - - + - A variant of ILogger.Log that logs an exception message. + Button 14 on any joystick. - - + - Logs a formatted message. + Button 15 on any joystick. - - - - + - A variant of Logger.Log that logs an warning message. + Button 16 on any joystick. - - - - + - A variant of Logger.Log that logs an warning message. + Button 17 on any joystick. - - - - + - Interface for custom log handler implementation. + Button 18 on any joystick. - + - A variant of ILogHandler.LogFormat that logs an exception message. + Button 19 on any joystick. - Runtime Exception. - Object to which the message applies. - + - Logs a formatted message. + Button 2 on any joystick. - The type of the log message. - Object to which the message applies. - A composite format string. - Format arguments. - + - Any Image Effect with this attribute can be rendered into the scene view camera. + Button 3 on any joystick. - + - Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. + Button 4 on any joystick. - + - When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. + Button 5 on any joystick. - + - How image and text is placed inside GUIStyle. + Button 6 on any joystick. - + - Image is above the text. + Button 7 on any joystick. - + - Image is to the left of the text. + Button 8 on any joystick. - + - Only the image is displayed. + Button 9 on any joystick. - + - Only the text is displayed. + 'k' key. - + - Controls IME input. + Numeric keypad 0. - + - Enable IME input only when a text field is selected (default). + Numeric keypad 1. - + - Disable IME input. + Numeric keypad 2. - + - Enable IME input. + Numeric keypad 3. - + - Interface into the Input system. + Numeric keypad 4. - + - Last measured linear acceleration of a device in three-dimensional space. (Read Only) + Numeric keypad 5. - + - Number of acceleration measurements which occurred during last frame. + Numeric keypad 6. - + - Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). + Numeric keypad 7. - + - Is any key or mouse button currently held down? (Read Only) + Numeric keypad 8. - + - Returns true the first frame the user hits any key or mouse button. (Read Only) + Numeric keypad 9. - + - Should Back button quit the application? - -Only usable on Android, Windows Phone or Windows Tablets. + Numeric keypad '/'. - + - Property for accessing compass (handheld devices only). (Read Only) + Numeric keypad enter. - + - This property controls if input sensors should be compensated for screen orientation. + Numeric keypad '='. - + - The current text input position used by IMEs to open windows. + Numeric keypad '-'. - + - The current IME composition string being typed by the user. + Numeric keypad '*'. - + - Device physical orientation as reported by OS. (Read Only) + Numeric keypad '.'. - + - Property indicating whether keypresses are eaten by a textinput if it has focus (default true). + Numeric keypad '+'. - + - Returns default gyroscope. + 'l' key. - + - Controls enabling and disabling of IME input composition. + Left Alt key. - + - Does the user have an IME keyboard input source selected? + Left Command key. - + - Returns the keyboard input entered this frame. (Read Only) + Left arrow key. - + - Property for accessing device location (handheld devices only). (Read Only) + Left square bracket key '['. - + - The current mouse position in pixel coordinates. (Read Only) + Left Command key. - + - Indicates if a mouse device is detected. + Left Control key. - + - The current mouse scroll delta. (Read Only) + Left Parenthesis key '('. - + - Property indicating whether the system handles multiple touches. + Left shift key. - + - Enables/Disables mouse simulation with touches. By default this option is enabled. + Left Windows key. - + - Returns true when Stylus Touch is supported by a device or platform. + Less than '<' key. - + - Number of touches. Guaranteed not to change throughout the frame. (Read Only) + 'm' key. - + - Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). + Menu key. - + - Bool value which let's users check if touch pressure is supported. + Minus '-' key. - + - Returns whether the device on which application is currently running supports touch input. + First (primary) mouse button. - + - Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). + Second (secondary) mouse button. - - + - Returns the value of the virtual axis identified by axisName. + Third mouse button. - - + - Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. + Fourth mouse button. - - + - Returns true while the virtual button identified by buttonName is held down. + Fifth mouse button. - - + - Returns true during the frame the user pressed down the virtual button identified by buttonName. + Sixth mouse button. - - + - Returns true the first frame the user releases the virtual button identified by buttonName. + Seventh mouse button. - - + - Returns an array of strings describing the connected joysticks. + 'n' key. - + - Returns true while the user holds down the key identified by name. Think auto fire. + Not assigned (never returned as the result of a keystroke). - - + - Returns true while the user holds down the key identified by the key KeyCode enum parameter. + Numlock key. - - + - Returns true during the frame the user starts pressing down the key identified by name. + 'o' key. - - + - Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. + 'p' key. - - + - Returns true during the frame the user releases the key identified by name. + Page down. - - + - Returns true during the frame the user releases the key identified by the key KeyCode enum parameter. + Page up. - - + - Returns whether the given mouse button is held down. + Pause on PC machines. - - + - Returns true during the frame the user pressed the given mouse button. + Period '.' key. - - + - Returns true during the frame the user releases the given mouse button. + Plus key '+'. - - + - Returns object representing status of a specific touch. (Does not allocate temporary variables). + Print key. - - + - Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). + 'q' key. - The name of the joystick to check (returned by Input.GetJoystickNames). - - True if the joystick layout has been preconfigured; false otherwise. - - + - Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. + Question mark '?' key. - + - ActivityIndicator Style (iOS Specific). + Quote key '. - + - Do not show ActivityIndicator. + 'r' key. - + - The standard gray style of indicator (UIActivityIndicatorViewStyleGray). + Return key. - + - The standard white style of indicator (UIActivityIndicatorViewStyleWhite). + Right Alt key. - + - The large white style of indicator (UIActivityIndicatorViewStyleWhiteLarge). + Right Command key. - + - ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS. + Right arrow key. - + - Banner layout. + Right square bracket key ']'. - + - Checks if banner contents are loaded. + Right Command key. - + - The position of the banner view. + Right Control key. - + - The size of the banner view. + Right Parenthesis key ')'. - + - Banner visibility. Initially banner is not visible. + Right shift key. - + - Will be fired when banner ad failed to load. + Right Windows key. - + - Will be fired when banner was clicked. + 's' key. - + - Will be fired when banner loaded new ad. + Scroll lock key. - + - Creates a banner view with given type and auto-layout params. + Semicolon ';' key. - - - + - Checks if the banner type is available (e.g. MediumRect is available only starting with ios6). + Slash '/' key. - - + - Specifies how banner should be layed out on screen. + Space key. - + - Traditional Banner: align to screen bottom. + Sys Req key. - + - Rect Banner: align to screen bottom, placing at the center. + 't' key. - + - Rect Banner: place in bottom-left corner. + The tab key. - + - Rect Banner: place in bottom-right corner. + 'u' key. - + - Rect Banner: place exactly at screen center. + Underscore '_' key. - + - Rect Banner: align to screen left, placing at the center. + Up arrow key. - + - Rect Banner: align to screen right, placing at the center. + 'v' key. - + - Completely manual positioning. + 'w' key. - + - Traditional Banner: align to screen top. + 'x' key. - + - Rect Banner: align to screen top, placing at the center. + 'y' key. - + - Rect Banner: place in top-left corner. + 'z' key. - + - Rect Banner: place in top-right corner. + A single keyframe that can be injected into an animation curve. - + - The type of the banner view. + Describes the tangent when approaching this point from the previous point in the curve. - + - Traditional Banner (it takes full screen width). + Describes the tangent when leaving this point towards the next point in the curve. - + - Rect Banner (300x250). + TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. - + - ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad. + The time of the keyframe. - + - Checks if InterstitialAd is available (it is available on iPad since iOS 4.3, and on iPhone since iOS 7.0). + The value of the curve at keyframe. - + - Has the interstitial ad object downloaded an advertisement? (Read Only) + Create a keyframe. + + - + - Creates an interstitial ad. + Create a keyframe. - + + + + - + - Creates an interstitial ad. + LayerMask allow you to display the LayerMask popup menu in the inspector. - - + - Will be called when ad is ready to be shown. + Converts a layer mask value to an integer value. - + - Will be called when user viewed ad contents: i.e. they went past the initial screen. Please note that it is impossible to determine if they clicked on any links in ad sequences that follows the initial screen. + Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + List of layer names to convert to a layer mask. + + The layer mask created from the layerNames. + - + - Reload advertisement. + Implicitly converts an integer to a LayerMask. + - + - Shows full-screen advertisement to user. + Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + - + - Specify calendar types. + Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + - + - Identifies the Buddhist calendar. + Script interface for a. - + - Identifies the Chinese calendar. + The strength of the flare. - + - Identifies the Gregorian calendar. + The color of the flare. - + - Identifies the Hebrew calendar. + The fade speed of the flare. - + - Identifies the Indian calendar. + The to use. - + - Identifies the Islamic calendar. + Script interface for. - + - Identifies the Islamic civil calendar. + The size of the area light. Editor only. - + - Identifies the ISO8601. + A unique index, used internally for identifying lights contributing to lightmaps and/or light probes. - + - Identifies the Japanese calendar. + The multiplier that defines the strength of the bounce lighting. - + - Identifies the Persian calendar. + The color of the light. - + - Identifies the Republic of China (Taiwan) calendar. + Number of command buffers set up on this light (Read Only). - + - Specify calendrical units. + The cookie texture projected by the light. - + - Specifies the day unit. + The size of a directional light's cookie. - + - Specifies the era unit. + This is used to light certain objects in the scene selectively. - + - Specifies the hour unit. + The to use for this light. - + - Specifies the minute unit. + The Intensity of a light is multiplied with the Light color. - + - Specifies the month unit. + Is the light contribution already stored in lightmaps and/or lightprobes (Read Only). - + - Specifies the quarter of the calendar. + This property controls whether this light only affects lightmap baking, or dynamic objects, or both. - + - Specifies the second unit. + The range of the light. - + - Specifies the week unit. + How to render the light. - + - Specifies the weekday unit. + Shadow mapping constant bias. - + - Specifies the ordinal weekday unit. + The custom resolution of the shadow map. - + - Specifies the year unit. + Near plane value to use for shadow frustums. - + - Interface into iOS specific functionality. + Shadow mapping normal-based bias. - + - Advertising ID. + The resolution of the shadow map. - + - Is advertising tracking enabled. + How this light casts shadows - + - The generation of the device. (Read Only) + Strength of light's shadows. - + - iOS version. + The angle of the light's spotlight cone in degrees. - + - Vendor ID. + The type of the light. - + - Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations. + Add a command buffer to be executed at a specified place. - + When to execute the command buffer during rendering. + The buffer to execute. - + - Set file flag to be excluded from iCloud/iTunes backup. + Get command buffers to be executed at a specified place. - + When to execute the command buffer during rendering. + + Array of command buffers. + - + - iOS device generation. + Remove all command buffers set on this light. - + - iPad, first generation. + Remove command buffer from execution at a specified place. + When to execute the command buffer during rendering. + The buffer to execute. - + - iPad, second generation. + Remove command buffers from execution at a specified place. + When to execute the command buffer during rendering. - + - iPad, third generation. + Data of a lightmap. - + - iPad, fourth generation. + Lightmap storing only the indirect incoming light. - + - iPad Air, fifth generation. + Lightmap storing the full incoming light. - + - iPad Air. + Enum controlling whether a light affects baked lightmaps, dynamic objects or both. - + - iPad Air 2. + The light only affects lightmap baking, not dynamic objects. - + - iPadMini, first generation. + The light affects both lightmap baking and dynamic objects. - + - iPadMini Retina, second generation. + The light affects only dynamic objects, not direct or indirect baking. - + - iPad Mini 3. + Stores lightmaps of the scene. - + - iPad Mini, fourth generation. + Lightmap array. - + - iPad Pro 9.7", first generation. + Non-directional, Directional or Directional Specular lightmaps rendering mode. - + - iPad Pro, first generation. + Holds all data needed by the light probes. - + - Yet unknown iPad. + Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. - + - iPhone, first generation. + Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. - + - iPhone, second generation. + Light intensity (no directional information), encoded as 1 lightmap. - + - iPhone, third generation. + Deprecated in Unity 5.5, please use CombinedDirectional instead. Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. - + - iPhone, fourth generation. + Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy - + - iPhone, fifth generation. + Directional rendering mode. - + - iPhone5. + Dual lightmap rendering mode. - + - iPhone 5C. + Single, traditional lightmap rendering mode. - + - iPhone 5S. + Light Probe Group. - + - iPhone 6. + Editor only function to access and modify probe positions. - + - iPhone 6 plus. + The Light Probe Proxy Volume component offers the possibility to use higher resolution lighting for large non-static GameObjects. - + - iPhone 6S. + The bounding box mode for generating the 3D grid of interpolated Light Probes. - + - iPhone 6S Plus. + The world-space bounding box in which the 3D grid of interpolated Light Probes is generated. - + - iPhone SE, first generation. + The 3D grid resolution on the z-axis. - + - Yet unknown iPhone. + The 3D grid resolution on the y-axis. - + - iPod Touch, first generation. + The 3D grid resolution on the z-axis. - + - iPod Touch, second generation. + Checks if Light Probe Proxy Volumes are supported. - + - iPod Touch, third generation. + The local-space origin of the bounding box in which the 3D grid of interpolated Light Probes is generated. - + - iPod Touch, fourth generation. + Interpolated Light Probe density. - + - iPod Touch, fifth generation. + The mode in which the interpolated Light Probe positions are generated. - + - Yet unknown iPod Touch. + Sets the way the Light Probe Proxy Volume refreshes. - + - iOS.LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhoneiPadiPod Touch. + The resolution mode for generating the grid of interpolated Light Probes. - + - The title of the action button or slider. + The size of the bounding box in which the 3D grid of interpolated Light Probes is generated. - + - The message displayed in the notification alert. + The bounding box mode for generating a grid of interpolated Light Probes. - + - Identifies the image used as the launch image when the user taps the action button. + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in local space. - + - The number to display as the application's icon badge. + The bounding box encloses the current Renderer and all the relevant Renderers down the hierarchy, in world space. - + - The default system sound. (Read Only) + A custom local-space bounding box is used. The user is able to edit the bounding box. - + - The date and time when the system should deliver the notification. + The mode in which the interpolated Light Probe positions are generated. - + - A boolean value that controls whether the alert action is visible or not. + Divide the volume in cells based on resolution, and generate interpolated Light Probe positions in the center of the cells. - + - The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification. + Divide the volume in cells based on resolution, and generate interpolated Light Probes positions in the corner/edge of the cells. - + - The calendar interval at which to reschedule the notification. + An enum describing the way a Light Probe Proxy Volume refreshes in the Player. - + - The name of the sound file to play when an alert is displayed. + Automatically detects updates in Light Probes and triggers an update of the Light Probe volume. - + - The time zone of the notification's fire date. + Causes Unity to update the Light Probe Proxy Volume every frame. - + - A dictionary for passing custom information to the notified application. + Use this option to indicate that the Light Probe Proxy Volume is never to be automatically updated by Unity. - + - Creates a new local notification. + The resolution mode for generating a grid of interpolated Light Probes. - + - NotificationServices is only available on iPhoneiPadiPod Touch. + The automatic mode uses a number of interpolated Light Probes per unit area, and uses the bounding volume size to compute the resolution. The final resolution value is a power of 2. - + - Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + The custom mode allows you to specify the 3D grid resolution. - + - Enabled local and remote notification types. + Triggers an update of the Light Probe Proxy Volume. - + - The number of received local notifications. (Read Only) + Stores light probes for the scene. - + - The list of objects representing received local notifications. (Read Only) + Coefficients of baked light probes. - + - Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only) + The number of cells space is divided into (Read Only). - + - The number of received remote notifications. (Read Only) + The number of light probes (Read Only). - + - The list of objects representing received remote notifications. (Read Only) + Positions of the baked light probes (Read Only). - + - All currently scheduled local notifications. + Returns an interpolated probe for the given position for both realtime and baked light probes combined. + + + - + - Cancels the delivery of all scheduled local notifications. + How the Light is rendered. - + - Cancels the delivery of the specified scheduled local notification. + Automatically choose the render mode. - - + - Discards of all received local notifications. + Force the Light to be a pixel light. - + - Discards of all received remote notifications. + Force the Light to be a vertex light. - + - Returns an object representing a specific local notification. (Read Only) + Shadow casting options for a Light. - - + - Returns an object representing a specific remote notification. (Read Only) + Cast "hard" shadows (with no shadow filtering). - - + - Presents a local notification immediately. + Do not cast shadows (default). - - + - Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + Cast "soft" shadows (with 4x PCF filtering). - Notification types to register for. - Specify true to also register for remote notifications. - + - Register to receive local and remote notifications of the specified types from a provider via Apple Push Service. + The type of a Light. - Notification types to register for. - Specify true to also register for remote notifications. - + - Schedules a local notification. + The light is an area light. It affects only lightmaps and lightprobes. - - + - Unregister for remote notifications. + The light is a directional light. - + - Specifies local and remote notification types. + The light is a point light. - + - Notification is an alert message. + The light is a spot light. - + - Notification is a badge shown above the application's icon. + The line renderer is used to draw free-floating lines in 3D space. - + - No notification types specified. + Set the color gradient describing the color of the line at various points along its length. - + - Notification is an alert sound. + Set the color at the end of the line. - + - On Demand Resources API. + Set the width at the end of the line. - + - Indicates whether player was built with "Use On Demand Resources" player setting enabled. + Set this to a value greater than 0, to get rounded corners on each end of the line. - + - Creates an On Demand Resources (ODR) request. + Set this to a value greater than 0, to get rounded corners between each segment of the line. - Tags for On Demand Resources that should be included in the request. - - Object representing ODR request. - - + - Represents a request for On Demand Resources (ODR). It's an AsyncOperation and can be yielded in a coroutine. + Set the number of line segments. - + - Returns an error after operation is complete. + Set the color at the start of the line. - + - Sets the priority for request. + Set the width at the start of the line. - + - Release all resources kept alive by On Demand Resources (ODR) request. + Choose whether the U coordinate of the line texture is tiled or stretched. - + - Gets file system's path to the resource available in On Demand Resources (ODR) request. + If enabled, the lines are defined in world space. - Resource name. - + - RemoteNotification is only available on iPhoneiPadiPod Touch. + Set the curve describing the width of the line at various points along its length. - + - The message displayed in the notification alert. (Read Only) + Set an overall multiplier that is applied to the LineRenderer.widthCurve to get the final width of the line. - + - The number to display as the application's icon badge. (Read Only) + Get the position of the vertex in the line. + The index of the position to retrieve. + + The position at the specified index in the array. + - + - A boolean value that controls whether the alert action is visible or not. (Read Only) + Get the positions of all vertices in the line. + The array of positions to retrieve. + + How many positions were actually stored in the output array. + - + - The name of the sound file to play when an alert is displayed. (Read Only) + Set the line color at the start and at the end. + + - + - A dictionary for passing custom information to the notified application. (Read Only) + Set the position of the vertex in the line. + Which position to set. + The new position. - + - Interface to receive callbacks upon serialization and deserialization. + Set the positions of all vertices in the line. + The array of positions to set. - + - Implement this method to receive a callback after Unity de-serializes your object. + Set the number of line segments. + - + - Implement this method to receive a callback before Unity serializes your object. + Set the line width at the start and at the end. + + - + - Joint is the base class for all joints. + Choose how textures are applied to Lines and Trails. - + - The Position of the anchor around which the joints motion is constrained. + Map the texture once along the entire length of the line. - + - Should the connectedAnchor be calculated automatically? + Repeat the texture along the line. To set the tiling rate, use Material.SetTextureScale. - + - The Direction of the axis around which the body is constrained. + Structure describing device location. - + - The force that needs to be applied for this joint to break. + Geographical device location altitude. - + - The torque that needs to be applied for this joint to break. + Horizontal accuracy of the location. - + - Position of the anchor relative to the connected Rigidbody. + Geographical device location latitude. - + - A reference to another rigidbody this joint connects to. + Geographical device location latitude. - + - Enable collision between bodies connected with the joint. + Timestamp (in seconds since 1970) when location was last time updated. - + - Toggle preprocessing for this joint. + Vertical accuracy of the location. - + - Parent class for joints to connect Rigidbody2D objects. + Interface into location functionality. - + - The force that needs to be applied for this joint to break. + Specifies whether location service is enabled in user settings. - + - The torque that needs to be applied for this joint to break. + Last measured device geographical location. - + - Can the joint collide with the other Rigidbody2D object to which it is attached? + Returns location service status. - + - The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). + Starts location service updates. Last location coordinates could be. + + - + - Should the two rigid bodies connected with this joint collide with each other? + Starts location service updates. Last location coordinates could be. + + - + - Gets the reaction force of the joint. + Starts location service updates. Last location coordinates could be. + + - + - Gets the reaction torque of the joint. + Stops location service updates. This could be useful for saving battery life. - + - Gets the reaction force of the joint given the specified timeStep. + Describes location service status. - The time to calculate the reaction force for. - - The reaction force of the joint in the specified timeStep. - - + - Gets the reaction torque of the joint given the specified timeStep. + Location service failed (user denied access to location service). - The time to calculate the reaction torque for. - - The reaction torque of the joint in the specified timeStep. - - + - Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. + Location service is initializing, some time later it will switch to. - + - Upper angular limit of rotation. + Location service is running and locations could be queried. - + - Lower angular limit of rotation. + Location service is stopped. - + - How the joint's movement will behave along its local X axis. + Structure for building a LOD for passing to the SetLODs function. - + - Amount of force applied to push the object toward the defined direction. + Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. - + - Whether the drive should attempt to reach position, velocity, both or nothing. + List of renderers for this LOD level. - + - Resistance strength against the Position Spring. Only used if mode includes Position. + The screen relative height to use for the transition [0-1]. - + - Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. + Construct a LOD. + The screen relative height to use for the transition [0-1]. + An array of renderers to use for this LOD level. - + - The ConfigurableJoint attempts to attain position / velocity targets based on this flag. + The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. - + - Don't apply any forces to reach the target. + Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. - + - Try to reach the specified target position. + Indicates the LOD fading is turned off. - + - Try to reach the specified target position and velocity. + By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: + + +* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. + + +* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. - + - Try to reach the specified target velocity. + LODGroup lets you group multiple Renderers into LOD levels. - + - JointLimits is used by the HingeJoint to limit the joints angle. + Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. - + - The minimum impact velocity which will cause the joint to bounce. + The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. - + - Determines the size of the bounce when the joint hits it's limit. Also known as restitution. + Enable / Disable the LODGroup - Disabling will turn off all renderers. - + - Distance inside the limit value at which the limit will be considered to be active by the solver. + The LOD fade mode used. - + - The upper angular limit (in degrees) of the joint. + The local reference point against which the LOD distance is calculated. - + - The lower angular limit (in degrees) of the joint. + The number of LOD levels. - + - Represents the state of a joint limit. + The size of the LOD object in local space. - + - Represents a state where the joint limit is at the specified lower and upper limits (they are identical). + + The LOD level to use. Passing index < 0 will return to standard LOD processing. - + - Represents a state where the joint limit is inactive. + Returns the array of LODs. + + The LOD array. + - + - Represents a state where the joint limit is at the specified lower limit. + Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). - + - Represents a state where the joint limit is at the specified upper limit. + Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + The LODs to use for this group. - + - The JointMotor is used to motorize a joint. + Initializes a new instance of the Logger. - + - The motor will apply a force. + To selective enable debug log message. - + - If freeSpin is enabled the motor will only accelerate but never slow down. + To runtime toggle debug logging [ON/OFF]. - + - The motor will apply a force up to force to achieve targetVelocity. + Set Logger.ILogHandler. - + - Parameters for the optional motor force applied to a Joint2D. + Create a custom Logger. + Pass in default log handler or custom log handler. - + - The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. + Check logging is enabled based on the LogType. + The type of the log message. + + Retrun true in case logs of LogType will be logged otherwise returns false. + - + - The desired speed for the Rigidbody2D to reach as it moves with the joint. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Determines how to snap physics joints back to its constrained position when it drifts off too much. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Don't snap at all. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Snap both position and rotation. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Snap Position only. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - JointSpring is used add a spring force to HingeJoint and PhysicMaterial. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - The damper force uses to dampen the spring. + Logs message to the Unity Console using default logger. + The type of the log message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - The spring forces used to reach the target position. + A variant of Logger.Log that logs an error message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - The target position the joint attempts to reach. + A variant of Logger.Log that logs an error message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Joint suspension is used to define how suspension works on a WheelJoint2D. + A variant of Logger.Log that logs an exception message. + Runtime Exception. + Object to which the message applies. - + - The world angle (in degrees) along which the suspension will move. + A variant of Logger.Log that logs an exception message. + Runtime Exception. + Object to which the message applies. - + - The amount by which the suspension spring force is reduced in proportion to the movement speed. + Logs a formatted message. + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. - + - The frequency at which the suspension spring oscillates. + Logs a formatted message. + The type of the log message. + Object to which the message applies. + A composite format string. + Format arguments. - + - Motion limits of a Rigidbody2D object along a SliderJoint2D. + A variant of Logger.Log that logs an warning message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. + A variant of Logger.Log that logs an warning message. + Used to identify the source of a log message. It usually identifies the class where the log call occurs. + String or object to be converted to string representation for display. + Object to which the message applies. - + - Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. + The type of the log message in Debug.logger.Log or delegate registered with Application.RegisterLogCallback. - + - Utility functions for working with JSON data. + LogType used for Asserts. (These could also indicate an error inside Unity itself.) - + - Create an object from its JSON representation. + LogType used for Errors. - The JSON representation of the object. - A TextAsset containing the JSON representation of the object. - - An instance of the object. - - + - Create an object from its JSON representation. + LogType used for Exceptions. - The JSON representation of the object. - A TextAsset containing the JSON representation of the object. - - An instance of the object. - - + - Create an object from its JSON representation. + LogType used for regular log messages. - The JSON representation of the object. - A TextAsset containing the JSON representation of the object. - The type of object represented by the Json. - - An instance of the object. - - + - Create an object from its JSON representation. + LogType used for Warnings. - The JSON representation of the object. - A TextAsset containing the JSON representation of the object. - The type of object represented by the Json. - - An instance of the object. - - + - Overwrite data in an object by reading from its JSON representation. + The Master Server is used to make matchmaking between servers and clients easy. - The JSON representation of the object. - A TextAsset that contains the JSON representation of the object. - The object that should be overwritten. - + - Overwrite data in an object by reading from its JSON representation. + Report this machine as a dedicated server. - The JSON representation of the object. - A TextAsset that contains the JSON representation of the object. - The object that should be overwritten. - + - Generate a JSON representation of the public fields of an object. + The IP address of the master server. - The object to convert to JSON form. - If true, format the output for readability. If false, format the output for minimum size. Default is false. - - The object's data in JSON format. - - + - Generate a JSON representation of the public fields of an object. + The connection port of the master server. - The object to convert to JSON form. - If true, format the output for readability. If false, format the output for minimum size. Default is false. - - The object's data in JSON format. - - + - Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. + Set the minimum update rate for master server host information update. - + - 'a' key. + Clear the host list which was received by MasterServer.PollHostList. - + - The '0' key on the top of the alphanumeric keyboard. + Check for the latest host list received by using MasterServer.RequestHostList. - + - The '1' key on the top of the alphanumeric keyboard. + Register this server on the master server. + + + - + - The '2' key on the top of the alphanumeric keyboard. + Register this server on the master server. + + + - + - The '3' key on the top of the alphanumeric keyboard. + Request a host list from the master server. + - + - The '4' key on the top of the alphanumeric keyboard. + Unregister this server from the master server. - + - The '5' key on the top of the alphanumeric keyboard. + Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. - + - The '6' key on the top of the alphanumeric keyboard. + Received a host list from the master server. - + - The '7' key on the top of the alphanumeric keyboard. + Registration failed because an empty game name was given. - + - The '8' key on the top of the alphanumeric keyboard. + Registration failed because an empty game type was given. - + - The '9' key on the top of the alphanumeric keyboard. + Registration failed because no server is running. - + - Alt Gr key. + Registration to master server succeeded, received confirmation. - + - Ampersand key '&'. + To specify position and rotation weight mask for Animator::MatchTarget. - + - Asterisk key '*'. + Position XYZ weight. - + - At key '@'. + Rotation weight. - + - 'b' key. + MatchTargetWeightMask contructor. + Position XYZ weight. + Rotation weight. - + - Back quote key '`'. + The material class. - + - Backslash key '\'. + The main material's color. - + - The backspace key. + Defines how the material should interact with lightmaps and lightprobes. - + - Break key. + The material's texture. - + - 'c' key. + The texture offset of the main texture. - + - Capslock key. + The texture scale of the main texture. - + - Caret key '^'. + How many passes are in this material (Read Only). - + - The Clear key. + Render queue of this material. - + - Colon ':' key. + The shader used by the material. - + - Comma ',' key. + Additional shader keywords set by this material. - + - 'd' key. + Copy properties from other material into this material. + - + - The forward delete key. + + - + - Dollar sign key '$'. + Create a temporary Material. + Create a material with a given Shader. + Create a material by copying all properties from another material. - + - Double quote key '"'. + Create a temporary Material. + Create a material with a given Shader. + Create a material by copying all properties from another material. - + - Down arrow key. + Unset a shader keyword. + - + - 'e' key. + Set a shader keyword that is enabled by this material. + - + - End key. + Returns the index of the pass passName. + - + - Equals '=' key. + Get a named color value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Escape key. + Get a named color value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Exclamation mark key '!'. + Get a named color array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. - + - 'f' key. + Get a named color array. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. - + - F1 function key. + Fetch a named color array into a list. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. - + - F10 function key. + Fetch a named color array into a list. + The name ID of the property retrieved by Shader.PropertyToID. + The name of the property. + The list to hold the returned array. - + - F11 function key. + Get a named float value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F12 function key. + Get a named float value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F13 function key. + Get a named float array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F14 function key. + Get a named float array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F15 function key. + Fetch a named float array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - F2 function key. + Fetch a named float array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - F3 function key. + Get a named integer value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F4 function key. + Get a named integer value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F5 function key. + Get a named matrix value from the shader. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F6 function key. + Get a named matrix value from the shader. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F7 function key. + Get a named matrix array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F8 function key. + Get a named matrix array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - F9 function key. + Fetch a named matrix array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - 'g' key. + Fetch a named matrix array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - Greater than '>' key. + Returns the name of the shader pass at index pass. + - + - 'h' key. + Get the value of material's shader tag. + + + - + - Hash key '#'. + Get the value of material's shader tag. + + + - + - Help key. + Get a named texture. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Home key. + Get a named texture. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - 'i' key. + Gets the placement offset of texture propertyName. + The name of the property. - + - Insert key key. + Gets the placement scale of texture propertyName. + The name of the property. - + - 'j' key. + Get a named vector value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Button 0 on first joystick. + Get a named vector value. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Button 1 on first joystick. + Get a named vector array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Button 10 on first joystick. + Get a named vector array. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. - + - Button 11 on first joystick. + Fetch a named vector array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - Button 12 on first joystick. + Fetch a named vector array into a list. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The list to hold the returned array. - + - Button 13 on first joystick. + Checks if material's shader has a property of a given name. + + - + - Button 14 on first joystick. + Checks if material's shader has a property of a given name. + + - + - Button 15 on first joystick. + Is the shader keyword enabled on this material? + - + - Button 16 on first joystick. + Interpolate properties between two materials. + + + - + - Button 17 on first joystick. + Set a ComputeBuffer value. + + - + - Button 18 on first joystick. + Set a named color value. + Property name, e.g. "_Color". + Property name ID, use Shader.PropertyToID to get it. + Color value to set. - + - Button 19 on first joystick. + Set a named color value. + Property name, e.g. "_Color". + Property name ID, use Shader.PropertyToID to get it. + Color value to set. - + - Button 2 on first joystick. + Set a color array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 3 on first joystick. + Set a color array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 4 on first joystick. + Set a color array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 5 on first joystick. + Set a color array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 6 on first joystick. + Set a named float value. + Property name, e.g. "_Glossiness". + Property name ID, use Shader.PropertyToID to get it. + Float value to set. - + - Button 7 on first joystick. + Set a named float value. + Property name, e.g. "_Glossiness". + Property name ID, use Shader.PropertyToID to get it. + Float value to set. - + - Button 8 on first joystick. + Set a float array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 9 on first joystick. + Set a float array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 0 on second joystick. + Set a float array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 1 on second joystick. + Set a float array property. + Property name. + Property name ID, use Shader.PropertyToID to get it. + Array of values to set. - + - Button 10 on second joystick. + Set a named integer value. + Property name, e.g. "_SrcBlend". + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. - + - Button 11 on second joystick. + Set a named integer value. + Property name, e.g. "_SrcBlend". + Property name ID, use Shader.PropertyToID to get it. + Integer value to set. - + - Button 12 on second joystick. + Set a named matrix for the shader. + Property name, e.g. "_CubemapRotation". + Property name ID, use Shader.PropertyToID to get it. + Matrix value to set. - + - Button 13 on second joystick. + Set a named matrix for the shader. + Property name, e.g. "_CubemapRotation". + Property name ID, use Shader.PropertyToID to get it. + Matrix value to set. - + - Button 14 on second joystick. + Set a matrix array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 15 on second joystick. + Set a matrix array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 16 on second joystick. + Set a matrix array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 17 on second joystick. + Set a matrix array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 18 on second joystick. + Sets an override tag/value on the material. + Name of the tag to set. + Name of the value to set. Empty string to clear the override flag. - + - Button 19 on second joystick. + Activate the given pass for rendering. + Shader pass number to setup. + + If false is returned, no rendering should be done. + - + - Button 2 on second joystick. + Set a named texture. + Property name, e.g. "_MainTex". + Property name ID, use Shader.PropertyToID to get it. + Texture to set. - + - Button 3 on second joystick. + Set a named texture. + Property name, e.g. "_MainTex". + Property name ID, use Shader.PropertyToID to get it. + Texture to set. - + - Button 4 on second joystick. + Sets the placement offset of texture propertyName. + + - + - Button 5 on second joystick. + Sets the placement scale of texture propertyName. + + - + - Button 6 on second joystick. + Set a named vector value. + Property name, e.g. "_WaveAndDistance". + Property name ID, use Shader.PropertyToID to get it. + Vector value to set. - + - Button 7 on second joystick. + Set a named vector value. + Property name, e.g. "_WaveAndDistance". + Property name ID, use Shader.PropertyToID to get it. + Vector value to set. - + - Button 8 on second joystick. + Set a vector array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 9 on second joystick. + Set a vector array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 0 on third joystick. + Set a vector array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 1 on third joystick. + Set a vector array property. + Property name. + Array of values to set. + Property name ID, use Shader.PropertyToID to get it. - + - Button 10 on third joystick. + How the material interacts with lightmaps and lightprobes. - + - Button 11 on third joystick. + The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. - + - Button 12 on third joystick. + The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. - + - Button 13 on third joystick. + The emissive lighting does not affect Global Illumination at all. - + - Button 14 on third joystick. + The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes. - + - Button 15 on third joystick. + A block of material values to apply. - + - Button 16 on third joystick. + Is the material property block empty? (Read Only) - + - Button 17 on third joystick. + Clear material property values. - + - Button 18 on third joystick. + Get a float from the property block. + + - + - Button 19 on third joystick. + Get a float from the property block. + + - + - Button 2 on third joystick. + Get a float array from the property block. + + - + - Button 3 on third joystick. + Get a float array from the property block. + + - + - Button 4 on third joystick. + Fetch a float array from the property block into a list. + The list to hold the returned array. + + - + - Button 5 on third joystick. + Fetch a float array from the property block into a list. + The list to hold the returned array. + + - + - Button 6 on third joystick. + Get a matrix from the property block. + + - + - Button 7 on third joystick. + Get a matrix from the property block. + + - + - Button 8 on third joystick. + Get a matrix array from the property block. + + - + - Button 9 on third joystick. + Get a matrix array from the property block. + + - + - Button 0 on forth joystick. + Fetch a matrix array from the property block into a list. + The list to hold the returned array. + + - + - Button 1 on forth joystick. + Fetch a matrix array from the property block into a list. + The list to hold the returned array. + + - + - Button 10 on forth joystick. + Get a texture from the property block. + + - + - Button 11 on forth joystick. + Get a texture from the property block. + + - + - Button 12 on forth joystick. + Get a vector from the property block. + + - + - Button 13 on forth joystick. + Get a vector from the property block. + + - + - Button 14 on forth joystick. + Get a vector array from the property block. + + - + - Button 15 on forth joystick. + Get a vector array from the property block. + + - + - Button 16 on forth joystick. + Fetch a vector array from the property block into a list. + The list to hold the returned array. + + - + - Button 17 on forth joystick. + Fetch a vector array from the property block into a list. + The list to hold the returned array. + + - + - Button 18 on forth joystick. + Set a ComputeBuffer property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer to set. - + - Button 19 on forth joystick. + Set a ComputeBuffer property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The ComputeBuffer to set. - + - Button 2 on forth joystick. + Set a color property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. - + - Button 3 on forth joystick. + Set a color property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Color value to set. - + - Button 4 on forth joystick. + Set a float property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. - + - Button 5 on forth joystick. + Set a float property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The float value to set. - + - Button 6 on forth joystick. + Set a float array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 7 on forth joystick. + Set a float array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 8 on forth joystick. + Set a float array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 9 on forth joystick. + Set a float array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 0 on fifth joystick. + Set a matrix property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. - + - Button 1 on fifth joystick. + Set a matrix property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The matrix value to set. - + - Button 10 on fifth joystick. + Set a matrix array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 11 on fifth joystick. + Set a matrix array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 12 on fifth joystick. + Set a matrix array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 13 on fifth joystick. + Set a matrix array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 14 on fifth joystick. + Set a texture property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. - + - Button 15 on fifth joystick. + Set a texture property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Texture to set. - + - Button 16 on fifth joystick. + Set a vector property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. - + - Button 17 on fifth joystick. + Set a vector property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The Vector4 value to set. - + - Button 18 on fifth joystick. + Set a vector array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 19 on fifth joystick. + Set a vector array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 2 on fifth joystick. + Set a vector array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 3 on fifth joystick. + Set a vector array property. + The name of the property. + The name ID of the property retrieved by Shader.PropertyToID. + The array to set. - + - Button 4 on fifth joystick. + A collection of common math functions. - + - Button 5 on fifth joystick. + Returns the absolute value of f. + - + - Button 6 on fifth joystick. + Returns the absolute value of value. + - + - Button 7 on fifth joystick. + Returns the arc-cosine of f - the angle in radians whose cosine is f. + - + - Button 8 on fifth joystick. + Compares two floating point values if they are similar. + + - + - Button 9 on fifth joystick. + Returns the arc-sine of f - the angle in radians whose sine is f. + - + - Button 0 on sixth joystick. + Returns the arc-tangent of f - the angle in radians whose tangent is f. + - + - Button 1 on sixth joystick. + Returns the angle in radians whose Tan is y/x. + + - + - Button 10 on sixth joystick. + Returns the smallest integer greater to or equal to f. + - + - Button 11 on sixth joystick. + Returns the smallest integer greater to or equal to f. + - + - Button 12 on sixth joystick. + Clamps a value between a minimum float and maximum float value. + + + - + - Button 13 on sixth joystick. + Clamps value between min and max and returns value. + + + - + - Button 14 on sixth joystick. + Clamps value between 0 and 1 and returns value. + - + - Button 15 on sixth joystick. + Returns the closest power of two value. + - + - Button 16 on sixth joystick. + Returns the cosine of angle f in radians. + - + - Button 17 on sixth joystick. + Degrees-to-radians conversion constant (Read Only). - + - Button 18 on sixth joystick. + Calculates the shortest difference between two given angles given in degrees. + + - + - Button 19 on sixth joystick. + A tiny floating point value (Read Only). - + - Button 2 on sixth joystick. + Returns e raised to the specified power. + - + - Button 3 on sixth joystick. + Returns the largest integer smaller to or equal to f. + - + - Button 4 on sixth joystick. + Returns the largest integer smaller to or equal to f. + - + - Button 5 on sixth joystick. + Converts the given value from gamma (sRGB) to linear color space. + - + - Button 6 on sixth joystick. + A representation of positive infinity (Read Only). - + - Button 7 on sixth joystick. + Calculates the linear parameter t that produces the interpolant value within the range [a, b]. + + + - + - Button 8 on sixth joystick. + Returns true if the value is power of two. + - + - Button 9 on sixth joystick. + Linearly interpolates between a and b by t. + The start value. + The end value. + The interpolation value between the two floats. + + The interpolated float result between the two float values. + - + - Button 0 on seventh joystick. + Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + - + - Button 1 on seventh joystick. + Linearly interpolates between a and b by t with no limit to t. + The start value. + The end value. + The interpolation between the two floats. + + The float value as a result from the linear interpolation. + - + - Button 10 on seventh joystick. + Converts the given value from linear to gamma (sRGB) color space. + - + - Button 11 on seventh joystick. + Returns the logarithm of a specified number in a specified base. + + - + - Button 12 on seventh joystick. + Returns the natural (base e) logarithm of a specified number. + - + - Button 13 on seventh joystick. + Returns the base 10 logarithm of a specified number. + - + - Button 14 on seventh joystick. + Returns largest of two or more values. + + + - + - Button 15 on seventh joystick. + Returns largest of two or more values. + + + - + - Button 16 on seventh joystick. + Returns the largest of two or more values. + + + - + - Button 17 on seventh joystick. + Returns the largest of two or more values. + + + - + - Button 18 on seventh joystick. + Returns the smallest of two or more values. + + + - + - Button 19 on seventh joystick. + Returns the smallest of two or more values. + + + - + - Button 2 on seventh joystick. + Returns the smallest of two or more values. + + + - + - Button 3 on seventh joystick. + Returns the smallest of two or more values. + + + - + - Button 4 on seventh joystick. + Moves a value current towards target. + The current value. + The value to move towards. + The maximum change that should be applied to the value. - + - Button 5 on seventh joystick. + Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + + + - + - Button 6 on seventh joystick. + A representation of negative infinity (Read Only). - + - Button 7 on seventh joystick. + Returns the next power of two value. + - + - Button 8 on seventh joystick. + Generate 2D Perlin noise. + X-coordinate of sample point. + Y-coordinate of sample point. + + Value between 0.0 and 1.0. + - + - Button 9 on seventh joystick. + The infamous 3.14159265358979... value (Read Only). - + - Button 0 on eighth joystick. + PingPongs the value t, so that it is never larger than length and never smaller than 0. + + - + - Button 1 on eighth joystick. + Returns f raised to power p. + + - + - Button 10 on eighth joystick. + Radians-to-degrees conversion constant (Read Only). - + - Button 11 on eighth joystick. + Loops the value t, so that it is never larger than length and never smaller than 0. + + - + - Button 12 on eighth joystick. + Returns f rounded to the nearest integer. + - + - Button 13 on eighth joystick. + Returns f rounded to the nearest integer. + - + - Button 14 on eighth joystick. + Returns the sign of f. + - + - Button 15 on eighth joystick. + Returns the sine of angle f in radians. + The argument as a radian. + + The return value between -1 and +1. + - + - Button 16 on eighth joystick. + Gradually changes a value towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 17 on eighth joystick. + Gradually changes a value towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 18 on eighth joystick. + Gradually changes a value towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 19 on eighth joystick. + Gradually changes an angle given in degrees towards a desired goal angle over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 2 on eighth joystick. + Gradually changes an angle given in degrees towards a desired goal angle over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 3 on eighth joystick. + Gradually changes an angle given in degrees towards a desired goal angle over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Button 4 on eighth joystick. + Interpolates between min and max with smoothing at the limits. + + + - + - Button 5 on eighth joystick. + Returns square root of f. + - + - Button 6 on eighth joystick. + Returns the tangent of angle f in radians. + - + - Button 7 on eighth joystick. + A standard 4x4 transformation matrix. - + - Button 8 on eighth joystick. + The determinant of the matrix. - + - Button 9 on eighth joystick. + Returns the identity matrix (Read Only). - + - Button 0 on any joystick. + The inverse of this matrix (Read Only). - + - Button 1 on any joystick. + Is this the identity matrix? - + - Button 10 on any joystick. + Returns the transpose of this matrix (Read Only). - + - Button 11 on any joystick. + Returns a matrix with all elements set to zero (Read Only). - + - Button 12 on any joystick. + Get a column of the matrix. + - + - Button 13 on any joystick. + Returns a row of the matrix. + - + - Button 14 on any joystick. + Transforms a position by this matrix (generic). + - + - Button 15 on any joystick. + Transforms a position by this matrix (fast). + - + - Button 16 on any joystick. + Transforms a direction by this matrix. + - + - Button 17 on any joystick. + Multiplies two matrices. + + - + - Button 18 on any joystick. + Transforms a Vector4 by a matrix. + + - + - Button 19 on any joystick. + Creates an orthogonal projection matrix. + + + + + + - + - Button 2 on any joystick. + Creates a perspective projection matrix. + + + + - + - Button 3 on any joystick. + Creates a scaling matrix. + - + - Button 4 on any joystick. + Sets a column of the matrix. + + - + - Button 5 on any joystick. + Sets a row of the matrix. + + - + - Button 6 on any joystick. + Sets this matrix to a translation, rotation and scaling matrix. + + + - + - Button 7 on any joystick. + Access element at [row, column]. - + - Button 8 on any joystick. + Access element at sequential index (0..15 inclusive). - + - Button 9 on any joystick. + Returns a nicely formatted string for this matrix. + - + - 'k' key. + Returns a nicely formatted string for this matrix. + - + - Numeric keypad 0. + Creates a translation, rotation and scaling matrix. + + + - + - Numeric keypad 1. + A class that allows creating or modifying meshes from scripts. - + - Numeric keypad 2. + The bind poses. The bind pose at each index refers to the bone with the same index. - + - Numeric keypad 3. + Returns BlendShape count on this mesh. - + - Numeric keypad 4. + The bone weights of each vertex. - + - Numeric keypad 5. + The bounding volume of the mesh. - + - Numeric keypad 6. + Vertex colors of the Mesh. - + - Numeric keypad 7. + Vertex colors of the Mesh. - + - Numeric keypad 8. + Returns state of the Read/Write Enabled checkbox when model was imported. - + - Numeric keypad 9. + The normals of the Mesh. - + - Numeric keypad '/'. + The number of sub-Meshes. Every Material has a separate triangle list. - + - Numeric keypad enter. + The tangents of the Mesh. - + - Numeric keypad '='. + An array containing all triangles in the Mesh. - + - Numeric keypad '-'. + The base texture coordinates of the Mesh. - + - Numeric keypad '*'. + The second texture coordinate set of the mesh, if present. - + - Numeric keypad '.'. + The third texture coordinate set of the mesh, if present. - + - Numeric keypad '+'. + The fourth texture coordinate set of the mesh, if present. - + - 'l' key. + Get the number of vertex buffers present in the Mesh. (Read Only) - + - Left Alt key. + Returns the number of vertices in the Mesh (Read Only). - + - Left Command key. + Returns a copy of the vertex positions or assigns a new vertex positions array. - + - Left arrow key. + Adds a new blend shape frame. + Name of the blend shape to add a frame to. + Weight for the frame being added. + Delta vertices for the frame being added. + Delta normals for the frame being added. + Delta tangents for the frame being added. - + - Left square bracket key '['. + Clears all vertex data and all triangle indices. + - + - Left Command key. + Clears all blend shapes from Mesh. - + - Left Control key. + Combines several Meshes into this Mesh. + Descriptions of the Meshes to combine. + Defines whether Meshes should be combined into a single sub-Mesh. + Defines whether the transforms supplied in the CombineInstance array should be used or ignored. - + - Left Parenthesis key '('. + Creates an empty Mesh. - + - Left shift key. + Returns the frame count for a blend shape. + The shape index to get frame count from. - + - Left Windows key. + Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + The shape index of the frame. + The frame index to get the weight from. + Delta vertices output array for the frame being retreived. + Delta normals output array for the frame being retreived. + Delta tangents output array for the frame being retreived. - + - Less than '<' key. + Returns the weight of a blend shape frame. + The shape index of the frame. + The frame index to get the weight from. - + - 'm' key. + Returns index of BlendShape by given name. + - + - Menu key. + Returns name of BlendShape by given index. + - + - Minus '-' key. + Returns the index buffer for the sub-Mesh. + - + - First (primary) mouse button. + Retrieves a native (underlying graphics API) pointer to the index buffer. + + Pointer to the underlying graphics API index buffer. + - + - Second (secondary) mouse button. + Retrieves a native (underlying graphics API) pointer to the vertex buffer. + Which vertex buffer to get (some Meshes might have more than one). See vertexBufferCount. + + Pointer to the underlying graphics API vertex buffer. + - + - Third mouse button. + Gets the topology of a sub-Mesh. + - + - Fourth mouse button. + Returns the triangle list for the sub-Mesh. + - + - Fifth mouse button. + Get the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to get for the given index. - + - Sixth mouse button. + Get the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to get for the given index. - + - Seventh mouse button. + Get the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to get for the given index. - + - 'n' key. + Optimize mesh for frequent updates. - + - Not assigned (never returned as the result of a keystroke). + Optimizes the Mesh for display. - + - Numlock key. + Recalculate the bounding volume of the Mesh from the vertices. - + - 'o' key. + Recalculates the normals of the Mesh from the triangles and vertices. - + - 'p' key. + Vertex colors of the Mesh. + Per-Vertex Colours. - + - Page down. + Vertex colors of the Mesh. + Per-Vertex Colours. - + - Page up. + Sets the index buffer for the sub-Mesh. + + + + - + - Pause on PC machines. + Set the normals of the Mesh. + Per-vertex normals. - + - Period '.' key. + Set the tangents of the Mesh. + Per-vertex tangents. - + - Plus key '+'. + Sets the triangle list for the sub-Mesh. + + + - + - Print key. + Sets the triangle list for the sub-Mesh. + + + - + - 'q' key. + Set the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to set for the given index. - + - Question mark '?' key. + Set the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to set for the given index. - + - Quote key '. + Set the UVs for a given chanel. + The UV Channel (zero-indexed). + List of UVs to set for the given index. - + - 'r' key. + Assigns a new vertex positions array. + Per-vertex position. - + - Return key. + Upload previously done Mesh modifications to the graphics API. + Frees up system memory copy of mesh data when set to true. + - + - Right Alt key. + A mesh collider allows you to do between meshes and primitives. - + - Right Command key. + Use a convex collider from the mesh. - + - Right arrow key. + Allow the physics engine to increase the volume of the input mesh in attempt to generate a valid convex mesh. - + - Right square bracket key ']'. + The mesh object used for collision detection. - + - Right Command key. + Used when set to inflateMesh to determine how much inflation is acceptable. - + - Right Control key. + Uses interpolated normals for sphere collisions instead of flat polygonal normals. - + - Right Parenthesis key ')'. + A class to access the Mesh of the. - + - Right shift key. + Returns the instantiated Mesh assigned to the mesh filter. - + - Right Windows key. + Returns the shared mesh of the mesh filter. - + - 's' key. + Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. - + - Scroll lock key. + Renders meshes inserted by the MeshFilter or TextMesh. - + - Semicolon ';' key. + Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. - + - Slash '/' key. + Topology of Mesh faces. - + - Space key. + Mesh is made from lines. - + - Sys Req key. + Mesh is a line strip. - + - 't' key. + Mesh is made from points. - + - The tab key. + Mesh is made from quads. - + - 'u' key. + Mesh is made from triangles. - + - Underscore '_' key. + Use this class to record to an AudioClip using a connected microphone. - + - Up arrow key. + A list of available microphone devices, identified by name. - + - 'v' key. + Stops recording. + The name of the device. - + - 'w' key. + Get the frequency capabilities of a device. + The name of the device. + Returns the minimum sampling frequency of the device. + Returns the maximum sampling frequency of the device. - + - 'x' key. + Get the position in samples of the recording. + The name of the device. - + - 'y' key. + Query if a device is currently recording. + The name of the device. - + - 'z' key. + Start Recording with device. + The name of the device. + Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip. + Is the length of the AudioClip produced by the recording. + The sample rate of the AudioClip produced by the recording. + + The function returns null if the recording fails to start. + - + - A single keyframe that can be injected into an animation curve. + MonoBehaviour is the base class from which every Unity script derives. - + - Describes the tangent when approaching this point from the previous point in the curve. + Logs message to the Unity Console (identical to Debug.Log). + - + - Describes the tangent when leaving this point towards the next point in the curve. + Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). - + - TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead. + Disabling this lets you skip the GUI layout phase. - + - The time of the keyframe. + Cancels all Invoke calls on this MonoBehaviour. - + - The value of the curve at keyframe. + Cancels all Invoke calls with name methodName on this behaviour. + - + - Create a keyframe. + Invokes the method methodName in time seconds. + - - + - Create a keyframe. + Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + - - - + - + - LayerMask allow you to display the LayerMask popup menu in the inspector. + Is any invoke on methodName pending? + - + - Converts a layer mask value to an integer value. + Is any invoke pending on this MonoBehaviour? - + - Given a set of layer names as defined by either a Builtin or a User Layer in the, returns the equivalent layer mask for all of them. + Starts a coroutine. - List of layer names to convert to a layer mask. - - The layer mask created from the layerNames. - + - + - Implicitly converts an integer to a LayerMask. + Starts a coroutine named methodName. - + + - + - Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the. + Starts a coroutine named methodName. - + + - + - Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the. + Stops all coroutines running on this behaviour. - - + - Script interface for a. + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + Name of coroutine. + Name of the function in code. - + - The strength of the flare. + Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + Name of coroutine. + Name of the function in code. - + - The color of the flare. + Base class for AnimationClips and BlendTrees. - + - The fade speed of the flare. + The type of motion vectors that should be generated. - + - The to use. + Use only camera movement to track motion. - + - Script interface for. + Do not track motion. Motion vectors will be 0. - + - The size of the area light. Editor only. + Use a specific pass (if required) to track motion. - + - A unique index, used internally for identifying lights contributing to lightmaps and/or light probes. + Movie Textures are textures onto which movies are played back. - + - The multiplier that defines the strength of the bounce lighting. + Returns the AudioClip belonging to the MovieTexture. - + - The color of the light. + The time, in seconds, that the movie takes to play back completely. - + - Number of command buffers set up on this light (Read Only). + Returns whether the movie is playing or not. - + - The cookie texture projected by the light. + If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. - + - The size of a directional light's cookie. + Set this to true to make the movie loop. - + - This is used to light certain objects in the scene selectively. + Pauses playing the movie. - + - The to use for this light. + Starts playing the movie. - + - The Intensity of a light is multiplied with the Light color. + Stops playing the movie, and rewinds it to the beginning. - + - Is the light contribution already stored in lightmaps and/or lightprobes (Read Only). + Attribute to make a string be edited with a multi-line textfield. - + - The range of the light. + Attribute used to make a string value be shown in a multiline textarea. + How many lines of text to make room for. Default is 3. - + - How to render the light. + Attribute used to make a string value be shown in a multiline textarea. + How many lines of text to make room for. Default is 3. - + - Shadow mapping constant bias. + The network class is at the heart of the network implementation and provides the core functions. - + - The custom resolution of the shadow map. + All connected players. - + - Near plane value to use for shadow frustums. + The IP address of the connection tester used in Network.TestConnection. - + - Shadow mapping normal-based bias. + The port of the connection tester used in Network.TestConnection. - + - Control the resolution of the ShadowMap. + Set the password for the server (for incoming connections). - + - How this light casts shadows + Returns true if your peer type is client. - + - Strength of light's shadows. + Enable or disable the processing of network messages. - + - The angle of the light's spotlight cone in degrees. + Returns true if your peer type is server. - + - The type of the light. + Set the log level for network messages (default is Off). - + - Add a command buffer to be executed at a specified place. + Set the maximum amount of connections/players allowed. - When to execute the command buffer during rendering. - The buffer to execute. - + - Get command buffers to be executed at a specified place. + Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. - When to execute the command buffer during rendering. - - Array of command buffers. - - + - Remove all command buffers set on this light. + The IP address of the NAT punchthrough facilitator. - + - Remove command buffer from execution at a specified place. + The port of the NAT punchthrough facilitator. - When to execute the command buffer during rendering. - The buffer to execute. - + - Remove command buffers from execution at a specified place. + The status of the peer type, i.e. if it is disconnected, connecting, server or client. - When to execute the command buffer during rendering. - + - Data of a lightmap. + Get the local NetworkPlayer instance. - + - Lightmap storing the full incoming light. + The IP address of the proxy server. - + - Lightmap storing only the indirect incoming light. + Set the proxy server password. - + - Stores lightmaps of the scene. + The port of the proxy server. - + - Lightmap array. + The default send rate of network updates for all Network Views. - + - Non-directional, Directional or Directional Specular lightmaps rendering mode. + Get the current network time (seconds). - + - Holds all data needed by the light probes. + Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. - + - Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. + Query for the next available network view ID number and allocate it (reserve). - + - Directional information for direct light is combined with directional information for indirect light, encoded as 2 lightmaps. + Close the connection to another system. + + - + - Light intensity (no directional information), encoded as 1 lightmap. + Connect to the specified host (ip or domain name) and server port. + + + - + - Directional information for direct light is stored separately from directional information for indirect light, encoded as 4 lightmaps. + Connect to the specified host (ip or domain name) and server port. + + + - + - Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + - + - Directional rendering mode. + This function is exactly like Network.Connect but can accept an array of IP addresses. + + + - + - Dual lightmap rendering mode. + Connect to a server GUID. NAT punchthrough can only be performed this way. + + - + - Single, traditional lightmap rendering mode. + Connect to a server GUID. NAT punchthrough can only be performed this way. + + - + - Light Probe Group. + Connect to the host represented by a HostData structure returned by the Master Server. + + - + - Editor only function to access and modify probe positions. + Connect to the host represented by a HostData structure returned by the Master Server. + + - + - The light probe proxy volume component offers the possibility to use higher resolution lighting for large non-static objects. + Destroy the object associated with this view ID across the network. + - + - The bounding box mode for generating the 3D grid of interpolated light probes. + Destroy the object across the network. + - + - The world-space bounding box in which the 3D grid of interpolated light probes is generated. + Destroy all the objects based on view IDs belonging to this player. + - + - The 3D grid resolution on the X axis. This property is used only when the Resolution Mode is set to Custom. The final resolution will be the closest power of 2. + Close all open connections and shuts down the network interface. + - + - The 3D grid resolution on the Y axis. This property is used only when the Resolution Mode is set to Custom. The final resolution will be the closest power of 2. + Close all open connections and shuts down the network interface. + - + - The 3D grid resolution on the Z axis. This property is used only when the Resolution Mode is set to Custom. The final resolution will be the closest power of 2. + The last average ping time to the given player in milliseconds. + - + - Checks if this feature is supported by the graphics hardware or by the graphics API used. The feature requires at least Shader Model 4 including 32-bit floating-point 3D texture support with linear interpolation. + The last ping time to the given player in milliseconds. + - + - The local-space origin of the bounding box in which the 3D grid of interpolated light probes is generated. This is used when the Bounding Box Mode property is set to Custom. + Check if this machine has a public IP address. - + - Interpolated light probe density. This value is used only when the Resolution Mode is Automatic. + Initializes security layer. - + - The mode in which the interpolated light probe positions are generated. + Initialize the server. + + + - + - Sets the way the light probe volume will refresh. + Initialize the server. + + + - + - The resolution mode for generating the grid of interpolated light probes. + Network instantiate a prefab. + + + + - + - The size of the bounding box in which the 3D grid of interpolated light probes is generated. This is used when the Bounding Box Mode property is set to Custom. + Remove all RPC functions which belong to this player ID. + - + - The bounding box mode for generating a grid of interpolated light probes. + Remove all RPC functions which belong to this player ID and were sent based on the given group. + + - + - The bounding box will enclose the current Renderer and all the Renderers down the hierarchy that have Light Probes property set to Use Proxy Volume. The interpolated probe positions will be generated in the local- space of the Renderer inside the resulting bounding box. If a Renderer component isn’t attached to the game object then a default bounding box will be generated. + Remove the RPC function calls accociated with this view ID number. + - + - A bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box will be world-space aligned. + Remove all RPC functions which belong to given group number. + - + - A custom local-space bounding box is used. The user will be able to edit the bounding box. + Set the level prefix which will then be prefixed to all network ViewID numbers. + - + - The mode in which the interpolated light probe positions are generated. + Enable or disables the reception of messages in a specific group number from a specific player. + + + - + - Divide the volume in cells based on resolution and generate interpolated light probe positions in the center of the cells. + Enables or disables transmission of messages and RPC calls on a specific network group number. + + - + - Divide the volume in cells based on resolution and generate interpolated light probe positions in the corner/edge of the cells. + Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + + + - + - An enum describing the way a light probe volume refreshes in the Player. + Test this machines network connection. + - + - Automatically detects updates in light probes and triggers an update of the light probe volume. + Test this machines network connection. + - + - Causes Unity to update the light probe volume every frame. -Note that updating a light probe volume every frame may be costly. The cost depends on the resolution of the interpolated light probe grid. The light probe interpolation is multi-threaded. + Test the connection specifically for NAT punch-through connectivity. + - + - Using this option indicates that the light probe volume will never be automatically updated by Unity. This is useful if you wish to completely control the light probe volume refresh behavior via scripting. + Test the connection specifically for NAT punch-through connectivity. + - + - The resolution mode for generating a grid of interpolated light probes. + Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. - + - The automatic mode will use a number of interpolated probes per unit area and the bounding volume size to compute the resolution. The final resolution value will be a power of 2. + Cannot connect to two servers at once. Close the connection before connecting again. - + - The custom mode will let the user specify the 3D grid resolution. + We are already connected to this particular server (can happen after fast disconnect/reconnect). - + - Triggers an update of the light probe volume. + We are banned from the system we attempted to connect to (likely temporarily). - + - Stores light probes for the scene. + Connection attempt failed, possibly because of internal connectivity problems. - + - Coefficients of baked light probes. + Internal error while attempting to initialize network interface. Socket possibly already in use. - + - The number of cells space is divided into (Read Only). + No host target given in Connect. - + - The number of light probes (Read Only). + Incorrect parameters given to Connect function. - + - Positions of the baked light probes (Read Only). + Client could not connect internally to same network NAT enabled server. - + - Returns an interpolated probe for the given position for both realtime and baked light probes combined. + The server is using a password and has refused our connection because we did not set the correct password. - - - - + - How the Light is rendered. + NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints. - + - Automatically choose the render mode. + Connection lost while attempting to connect to NAT target. - + - Force the Light to be a pixel light. + The NAT target we are trying to connect to is not connected to the facilitator server. - + - Force the Light to be a vertex light. + No error occurred. - + - Shadow resolution options for a Light. + We presented an RSA public key which does not match what the system we connected to is using. - + - Use resolution from QualitySettings (default). + The server is at full capacity, failed to connect. - + - Quarter resolution compared to Very High. + The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. - + - Quarter resolution compared to Medium. + The connection to the system has been closed. - + - Quarter resolution compared to High. + The connection to the system has been lost, no reliable packets could be delivered. - + - Best resolution for this light type (based on light screen space coverage). + Defines parameters of channels. - + - Shadow casting options for a Light. + UnderlyingModel.MemDoc.MemDocModel. + Requested type of quality of service (default Unreliable). + Copy constructor. - + - Cast "hard" shadows (with no shadow filtering). + UnderlyingModel.MemDoc.MemDocModel. + Requested type of quality of service (default Unreliable). + Copy constructor. - + - Do not cast shadows (default). + UnderlyingModel.MemDoc.MemDocModel. + Requested type of quality of service (default Unreliable). + Copy constructor. - + - Cast "soft" shadows (with 4x PCF filtering). + Channel quality of service. - + - The type of a Light. + This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. - + - The light is an area light. It affects only lightmaps and lightprobes. + How long in ms receiver will wait before it will force send acknowledgements back without waiting any payload. - + - The light is a directional light. + + Add new channel to configuration. + + Channel id, user can use this id to send message via this channel. + - + - The light is a point light. + Defines timeout in ms after that message with AllCost deliver qos will force resend without acknowledgement waiting. - + - The light is a spot light. + Return amount of channels for current configuration. - + - The line renderer is used to draw free-floating lines in 3D space. + Allow access to channels list. - + - If enabled, the lines are defined in world space. + Timeout in ms which library will wait before it will send another connection request. - + - Set the line color at the start and at the end. + Will create default connection config or will copy them from another. - - + Connection config. - + - Set the position of the vertex in the line. + Will create default connection config or will copy them from another. - - + Connection config. - + - Set the positions of all vertices in the line. + How long (in ms) library will wait before it will consider connection as disconnected. - - + - Set the number of line segments. + What should be maximum fragment size (in Bytes) for fragmented messages. - - + - Set the line width at the start and at the end. + Return the QoS set for the given channel or throw an out of range exception. - - + Index in array. + + Channel QoS. + - + - Structure describing device location. + If it is true, connection will use 64 bit mask to acknowledge received reliable messages. - + - Geographical device location altitude. + Maximum amount of small reliable messages which will combine in one "array of messages". Useful if you are going to send a lot of small reliable messages. - + - Horizontal accuracy of the location. + Maximum size of reliable message which library will consider as small and will try to combine in one "array of messages" message. - + - Geographical device location latitude. + How many attempt library will get before it will consider the connection as disconnected. - + - Geographical device location latitude. + Defines maximum messages which will wait for sending before user will receive error on Send() call. - + - Timestamp (in seconds since 1970) when location was last time updated. + Minimal send update timeout (in ms) for connection. this timeout could be increased by library if flow control will required. - + - Vertical accuracy of the location. + How many (in %) packet need to be dropped due network condition before library will throttle send rate. - + - Interface into location functionality. + How many (in %) packet need to be dropped due lack of internal bufferes before library will throttle send rate. - + - Specifies whether location service is enabled in user settings. + What is a maximum packet size (in Bytes) (including payload and all header). Packet can contain multiple messages inside. - + - Last measured device geographical location. + Timeout in ms between control protocol messages. - + - Returns location service status. + Timeout in ms for control messages which library will use before it will accumulate statistics. - + - Starts location service updates. Last location coordinates could be. + Minimum timeout (in ms) which library will wait before it will resend reliable message. - - - + - Starts location service updates. Last location coordinates could be. + When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only). - - - + - Starts location service updates. Last location coordinates could be. + Validate parameters of connection config. Will throw exceptions if parameters are incorrect. - - + - + - Stops location service updates. This could be useful for saving battery life. + Defines received buffer size for web socket host; you should set this to the size of the biggest legal frame that you support. If the frame size is exceeded, there is no error, but the buffer will spill to the user callback when full. In case zero 4k buffer will be used. Default value is zero. - + - Describes location service status. + Create configuration for network simulator; You can use this class in editor and developer build only. - + - Location service failed (user denied access to location service). + Will create object describing network simulation parameters. + Minimal simulation delay for outgoing traffic in ms. + Average simulation delay for outgoing traffic in ms. + Minimal simulation delay for incoming traffic in ms. + Average simulation delay for incoming traffic in ms. + Probability of packet loss 0 <= p <= 1. - + - Location service is initializing, some time later it will switch to. + Destructor. - + - Location service is running and locations could be queried. + Manage and process HTTP response body data received from a remote server. - + - Location service is stopped. + Returns the raw bytes downloaded from the remote server, or null. (Read Only) - + - Structure for building a LOD for passing to the SetLODs function. + Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only) - + - Width of the cross-fade transition zone (proportion to the current LOD's whole length) [0-1]. Only used if it's not animated. + Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) - + - List of renderers for this LOD level. + Callback, invoked when all data has been received from the remote server. - + - The screen relative height to use for the transition [0-1]. + Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using. - + - Construct a LOD. + Callback, invoked when the data property is accessed. - The screen relative height to use for the transition [0-1]. - An array of renderers to use for this LOD level. + + Byte array to return as the value of the data property. + - + - The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader. + Callback, invoked when UnityWebRequest.downloadProgress is accessed. + + The return value for UnityWebRequest.downloadProgress. + - + - Perform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD. + Callback, invoked when the text property is accessed. + + String to return as the return value of the text property. + - + - Indicates the LOD fading is turned off. + Callback, invoked with a Content-Length header is received. + The value of the received Content-Length header. - + - By specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: - - -* For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. - - -* For the last mesh LOD and the billboard LOD, the cross-fade mode is used. + Callback, invoked as data is received from the remote server. + A buffer containing unprocessed data, received from the remote server. + The number of bytes in data which are new. + + True if the download should continue, false to abort. + - + - LODGroup lets you group multiple Renderers into LOD levels. + A DownloadHandler subclass specialized for downloading AssetBundles. - + - Specify if the cross-fading should be animated by time. The animation duration is specified globally as crossFadeAnimationDuration. + Returns the downloaded AssetBundle, or null. (Read Only) - + - The cross-fading animation duration in seconds. ArgumentException will be thrown if it is set to zero or a negative value. + Standard constructor for non-cached asset bundles. + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. - + - Enable / Disable the LODGroup - Disabling will turn off all renderers. + Simple versioned constructor. Caches downloaded asset bundles. + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + Current version number of the asset bundle at url. Increment to redownload. - + - The LOD fade mode used. + Versioned constructor. Caches downloaded asset bundles. + The nominal (pre-redirect) URL at which the asset bundle is located. + A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. + A hash object defining the version of the asset bundle. - + - The local reference point against which the LOD distance is calculated. + Returns the downloaded AssetBundle, or null. + A finished UnityWebRequest object with DownloadHandlerAssetBundle attached. + + The same as DownloadHandlerAssetBundle.assetBundle + - + - The number of LOD levels. + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + Not implemented. + - + - The size of the LOD object in local space. + Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + + Not implemented. + - + - + A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects. - The LOD level to use. Passing index < 0 will return to standard LOD processing. - + - Returns the array of LODs. + Returns the downloaded AudioClip, or null. (Read Only) - - The LOD array. - - + - Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). + Constructor, specifies what kind of audio data is going to be downloaded. + The nominal (pre-redirect) URL at which the audio clip is located. + Value to set for AudioClip type. - + - Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. + Returns the downloaded AudioClip, or null. - The LODs to use for this group. + A finished UnityWebRequest object with DownloadHandlerAudioClip attached. + + The same as DownloadHandlerAudioClip.audioClip + - + - Initializes a new instance of the Logger. + Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes. + + A copy of the downloaded data. + - + - To selective enable debug log message. + A general-purpose DownloadHandler implementation which stores received data in a native byte buffer. - + - To runtime toggle debug logging [ON/OFF]. + Default constructor. - + - Set Logger.ILogHandler. + Returns a copy of the native-memory buffer interpreted as a UTF8 string. + A finished UnityWebRequest object with DownloadHandlerBuffer attached. + + The same as DownloadHandlerBuffer.text + - + - Create a custom Logger. + Returns a copy of the contents of the native-memory data buffer as a byte array. - Pass in default log handler or custom log handler. + + A copy of the data which has been downloaded. + - + - Check logging is enabled based on the LogType. + Returns a copy of the native-memory buffer interpreted as a UTF8 string. - The type of the log message. - Retrun true in case logs of LogType will be logged otherwise returns false. + A string representing the data in the native-memory buffer. - + - Logs message to the Unity Console using default logger. + An abstract base class for user-created scripting-driven DownloadHandler implementations. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - Logs message to the Unity Console using default logger. + Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - Logs message to the Unity Console using default logger. + Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. + A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData. - + - Logs message to the Unity Console using default logger. + A DownloadHandler subclass specialized for downloading images for use as Texture objects. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - Logs message to the Unity Console using default logger. + Returns the downloaded Texture, or null. (Read Only) - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - Logs message to the Unity Console using default logger. + Default constructor. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - Logs message to the Unity Console using default logger. + Constructor, allows TextureImporter.isReadable property to be set. - The type of the log message. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. + Value to set for TextureImporter.isReadable. - + - A variant of Logger.Log that logs an error message. + Returns the downloaded Texture, or null. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. + A finished UnityWebRequest object with DownloadHandlerTexture attached. + + The same as DownloadHandlerTexture.texture + - + - A variant of Logger.Log that logs an error message. + Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. + + A copy of the downloaded data. + - + - A variant of Logger.Log that logs an exception message. + Defines global paramters for network library. - Runtime Exception. - Object to which the message applies. - + - A variant of Logger.Log that logs an exception message. + Create new global config object. - Runtime Exception. - Object to which the message applies. - + - Logs a formatted message. + Defines maximum possible packet size in bytes for all network connections. - The type of the log message. - Object to which the message applies. - A composite format string. - Format arguments. - + - Logs a formatted message. + Defines maximum amount of messages in the receive queue. + + + + + Defines maximum message count in sent queue. - The type of the log message. - Object to which the message applies. - A composite format string. - Format arguments. - + - A variant of Logger.Log that logs an warning message. + Defines reactor model for the network library. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - A variant of Logger.Log that logs an warning message. + Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. - Used to identify the source of a log message. It usually identifies the class where the log call occurs. - String or object to be converted to string representation for display. - Object to which the message applies. - + - The type of the log message in Debug.logger.Log or delegate registered with Application.RegisterLogCallback. + Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default). - + - LogType used for Asserts. (These could also indicate an error inside Unity itself.) + Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server. + Connection config for special connection. + + Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect. + - + - LogType used for Errors. + Create topology. + Default config. + Maximum default connections. - + - LogType used for Exceptions. + Defines config for default connections in the topology. - + - LogType used for regular log messages. + Return reference to special connection config. Parameters of this config can be changed. + Config id. + + Connection config. + - + - LogType used for Warnings. + Defines how many connection with default config be permitted. - + - The Master Server is used to make matchmaking between servers and clients easy. + Library keep and reuse internal pools of messages. By default they have size 128. If this value is not enough pools will be automatically increased. This value defines how they will increase. Default value is 0.75, so if original pool size was 128, the new pool size will be 128 * 1.75 = 224. - + - Report this machine as a dedicated server. + What is the size of received messages pool (default 128 bytes). - + - The IP address of the master server. + Defines size of sent message pool (default value 128). - + - The connection port of the master server. + List of special connection configs. - + - Set the minimum update rate for master server host information update. + Returns count of special connection added to topology. - + - Clear the host list which was received by MasterServer.PollHostList. + An interface for composition of data into multipart forms. - + - Check for the latest host list received by using MasterServer.RequestHostList. + Returns the value to use in the Content-Type header for this form section. + + The value to use in the Content-Type header, or null. + - + - Register this server on the master server. + Returns a string denoting the desired filename of this section on the destination server. - - - + + The desired file name of this section, or null if this is not a file section. + - + - Register this server on the master server. + Returns the raw binary data contained in this section. Must not return null or a zero-length array. - - - + + The raw binary data contained in this section. Must not be null or empty. + - + - Request a host list from the master server. + Returns the name of this section, if any. - + + The section's name, or null. + - + - Unregister this server from the master server. + Details about a UNET MatchMaker match. - + - Describes status messages from the master server as returned in MonoBehaviour.OnMasterServerEvent|OnMasterServerEvent. + The binary access token this client uses to authenticate its session for future commands. - + - Received a host list from the master server. + IP address of the host of the match,. - + - Registration failed because an empty game name was given. + The numeric domain for the match. - + - Registration failed because an empty game type was given. + The unique ID of this match. - + - Registration failed because no server is running. + NodeID for this member client in the match. - + - Registration to master server succeeded, received confirmation. + Port of the host of the match. - + - To specify position and rotation weight mask for Animator::MatchTarget. + This flag indicates whether or not the match is using a Relay server. - + - Position XYZ weight. + A class describing the match information as a snapshot at the time the request was processed on the MatchMaker. - + - Rotation weight. + The average Elo score of the match. - + - MatchTargetWeightMask contructor. + The current number of players in the match. - Position XYZ weight. - Rotation weight. - + - The material class. + The collection of direct connect info classes describing direct connection information supplied to the MatchMaker. - + - The main material's color. + The NodeID of the host for this match. - + - Defines how the material should interact with lightmaps and lightprobes. + Describes if the match is private. Private matches are unlisted in ListMatch results. - + - The material's texture. + The collection of match attributes on this match. - + - The texture offset of the main texture. + The maximum number of players this match can grow to. - + - The texture scale of the main texture. + The text name for this match. - + - How many passes are in this material (Read Only). + The network ID for this match. - + - Render queue of this material. + A class describing one member of a match and what direct connect information other clients have supplied. - + - The shader used by the material. + The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match. - + - Additional shader keywords set by this material. + NodeID of the match member this info refers to. - + - Copy properties from other material into this material. + The private network address supplied for this direct connect info. - - + - + The public network address supplied for this direct connect info. - - + - Create a temporary Material. + A component for communicating with the Unity Multiplayer Matchmaking service. - Create a material with a given Shader. - Create a material by copying all properties from another material. - + - Create a temporary Material. + The base URI of the MatchMaker that this NetworkMatch will communicate with. - Create a material with a given Shader. - Create a material by copying all properties from another material. - + - Unset a shader keyword. + A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen). - + Indicates if the request succeeded. + A text description of the failure if success is false. - + - Set a shader keyword that is enabled by this material. + Use this function to create a new match. The client which calls this function becomes the host of the match. - + The text string describing the name for this match. + When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel. + A bool indicating if this match should be available in NetworkMatch.ListMatches results. + A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password. + The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker. + The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named color value. + Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + Indicates if the request succeeded. + If success is false, this will contain a text string indicating the reason. + The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend. - + - Get a named color value. + This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + The NetworkID of the match to terminate. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be called when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named float value. + A function to allow an individual client to be dropped from a match. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + The NetworkID of the match the client to drop belongs to. + The NodeID of the client to drop inside the specified match. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to invoke when the request completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named float value. + The function used to tell MatchMaker the current client wishes to join a specific match. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches. + The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request. + The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. + The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback to be invoked when this call completes. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named integer value. + The function to list ongoing matches in the MatchMaker. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + The current page to list in the return results. + The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback. + The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set. + Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected). + The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked when this call completes on the MatchMaker. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named integer value. + This function allows the caller to change attributes on a match in progress. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + The NetworkID of the match to set attributes on. + A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete. + The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. + The callback invoked after the call has completed, indicating if it was successful or not. + + This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. + - + - Get a named matrix value from the shader. + This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + Deprecated, see description. - + - Get a named matrix value from the shader. + A helper object for form sections containing generic, non-file data. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - + - Get the value of material's shader tag. + Returns the value to use in this section's Content-Type header. - - - + + The Content-Type header for this section, or null. + - + - Get the value of material's shader tag. + Returns a string denoting the desired filename of this section on the destination server. - - - + + The desired file name of this section, or null if this is not a file section. + - + - Get a named texture. + Returns the raw binary data contained in this section. Will not return null or a zero-length array. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + + The raw binary data contained in this section. Will not be null or empty. + - + - Get a named texture. + Returns the name of this section, if any. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + + The section's name, or null. + - + - Gets the placement offset of texture propertyName. + Raw data section, unnamed and no Content-Type header. - The name of the property. + Data payload of this section. - + - Gets the placement scale of texture propertyName. + Raw data section with a section name, no Content-Type header. - The name of the property. + Section name. + Data payload of this section. - + - Get a named vector value. + A raw data section with a section name and a Content-Type header. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + Section name. + Data payload of this section. + The value for this section's Content-Type header. - + - Get a named vector value. + A named raw data section whose payload is derived from a string, with a Content-Type header. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. + Section name. + String data payload for this section. + The value for this section's Content-Type header. + An encoding to marshal data to or from raw bytes. - + - Checks if material's shader has a property of a given name. + A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header. - - + Section name. + String data payload for this section. + C. - + - Checks if material's shader has a property of a given name. + A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type. - - + Section name. + String data payload for this section. - + - Is the shader keyword enabled on this material? + An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type. - + String data payload for this section. - + - Interpolate properties between two materials. + A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API. - - - - + - Set a ComputeBuffer value. + Returns the value of the section's Content-Type header. - - + + The Content-Type header for this section, or null. + - + - Set a named color value. + Returns a string denoting the desired filename of this section on the destination server. - Property name, e.g. "_Color". - Property name ID, use Shader.PropertyToID to get it. - Color value to set. + + The desired file name of this section, or null if this is not a file section. + - + - Set a named color value. + Returns the raw binary data contained in this section. Will not return null or a zero-length array. - Property name, e.g. "_Color". - Property name ID, use Shader.PropertyToID to get it. - Color value to set. + + The raw binary data contained in this section. Will not be null or empty. + - + - Set a color array property. + Returns the name of this section, if any. - Property name. - Property name ID, use Shader.PropertyToID to get it. - Array of values to set. + + The section's name, or null. + - + - Set a color array property. + Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name. - Property name. - Property name ID, use Shader.PropertyToID to get it. - Array of values to set. + Name of this form section. + Raw contents of the file to upload. + Name of the file uploaded by this form section. + The value for this section's Content-Type header. - + - Set a named float value. + Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name. - Property name, e.g. "_Glossiness". - Property name ID, use Shader.PropertyToID to get it. - Float value to set. + Raw contents of the file to upload. - + - Set a named float value. + Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type. - Property name, e.g. "_Glossiness". - Property name ID, use Shader.PropertyToID to get it. - Float value to set. + Raw contents of the file to upload. + Name of the file uploaded by this form section. - + - Set a float array property. + Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. - Property name. - Property name ID, use Shader.PropertyToID to get it. - Array of values to set. + Name of this form section. + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. - + - Set a float array property. + An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. - Property name. - Property name ID, use Shader.PropertyToID to get it. - Array of values to set. + Contents of the file to upload. + A string encoding. + Name of the file uploaded by this form section. - + - Set a named integer value. + An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type. - Property name, e.g. "_SrcBlend". - Property name ID, use Shader.PropertyToID to get it. - Integer value to set. + Contents of the file to upload. + Name of the file uploaded by this form section. - + - Set a named integer value. + Possible Networking.NetworkTransport errors. - Property name, e.g. "_SrcBlend". - Property name ID, use Shader.PropertyToID to get it. - Integer value to set. - + - Set a named matrix for the shader. + Not a data message. - Property name, e.g. "_CubemapRotation". - Property name ID, use Shader.PropertyToID to get it. - Matrix value to set. - + - Set a named matrix for the shader. + The Networking.ConnectionConfig does not match the other endpoint. - Property name, e.g. "_CubemapRotation". - Property name ID, use Shader.PropertyToID to get it. - Matrix value to set. - + - Set a matrix array property. + The address supplied to connect to was invalid or could not be resolved. - Property name. - Array of values to set. - Property name ID, use Shader.PropertyToID to get it. - + - Set a matrix array property. + The message is too long to fit the buffer. - Property name. - Array of values to set. - Property name ID, use Shader.PropertyToID to get it. - + - Sets an override tag/value on the material. + Not enough resources are available to process this request. - Name of the tag to set. - Name of the value to set. Empty string to clear the override flag. - + - Activate the given pass for rendering. + The operation completed successfully. - Shader pass number to setup. - - If false is returned, no rendering should be done. - - + - Set a named texture. + Connection timed out. - Property name, e.g. "_MainTex". - Property name ID, use Shader.PropertyToID to get it. - Texture to set. - + - Set a named texture. + The protocol versions are not compatible. Check your library versions. - Property name, e.g. "_MainTex". - Property name ID, use Shader.PropertyToID to get it. - Texture to set. - + - Sets the placement offset of texture propertyName. + The specified channel doesn't exist. - - - + - Sets the placement scale of texture propertyName. + The specified connectionId doesn't exist. - - - + - Set a named vector value. + The specified host not available. - Property name, e.g. "_WaveAndDistance". - Property name ID, use Shader.PropertyToID to get it. - Vector value to set. - + - Set a named vector value. + Operation is not supported. - Property name, e.g. "_WaveAndDistance". - Property name ID, use Shader.PropertyToID to get it. - Vector value to set. - + - Set a vector array property. + Event that is returned when calling the Networking.NetworkTransport.Receive and Networking.NetworkTransport.ReceiveFromHost functions. - Property name. - Array of values to set. - Property name ID, use Shader.PropertyToID to get it. - + - Set a vector array property. + Broadcast discovery event received. +To obtain sender connection info and possible complimentary message from them, call Networking.NetworkTransport.GetBroadcastConnectionInfo() and Networking.NetworkTransport.GetBroadcastConnectionMessage() functions. - Property name. - Array of values to set. - Property name ID, use Shader.PropertyToID to get it. - + - How the material interacts with lightmaps and lightprobes. + Connection event received. Indicating that a new connection was established. - + - The emissive lighting affects baked Global Illumination. It emits lighting into baked lightmaps and baked lightprobes. + Data event received. Indicating that data was received. - + - The emissive lighting is guaranteed to be black. This lets the lightmapping system know that it doesn't have to extract emissive lighting information from the material and can simply assume it is completely black. + Disconnection event received. - + - The emissive lighting does not affect Global Illumination at all. + No new event was received. - + - The emissive lighting will affect realtime Global Illumination. It emits lighting into realtime lightmaps and realtime lightprobes. + Transport Layer API. - + - A block of material values to apply. + Creates a host based on Networking.HostTopology. + The Networking.HostTopology associated with the host. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns the ID of the host that was created. + - + - Is the material property block empty? (Read Only) + Create a host and configure them to simulate Internet latency (works on Editor and development build only). + The Networking.HostTopology associated with the host. + Minimum simulated delay in milliseconds. + Maximum simulated delay in milliseconds. + Port to bind to (when 0 is selected, the OS will choose a port at random). + IP address to bind to. + + Returns host ID just created. + - + - Clear material property values. + Created web socket host. + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + - + - Get a float from the property block. + Created web socket host. - - + Port to bind to. + The Networking.HostTopology associated with the host. + IP address to bind to. + + Web socket host id. + - + - Get a float from the property block. + Tries to establish a connection to another peer. - - + Host id associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be casted to Networking.NetworkError for more information). + + + A unique connection identifier on success (otherwise zero). + - + - Get a matrix from the property block. + Create dedicated connection to Relay server. - - + Host id associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the relay. + Port of the relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be casted to Networking.NetworkError for more information). + Slot id for this user, retrieved by calling Networking.Match.NetworkMatch.CreateMatch and using the Networking.Match.MatchInfo.nodeId. - + - Get a matrix from the property block. + Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. - - + Host id associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be casted to Networking.NetworkError for more information). + A valid System.EndPoint. + Set to 0 in the case of a default connection. + + + A unique connection identifier on success (otherwise zero). + - + - Get a texture from the property block. - - - + Create a connection to another peer in the Relay group. + + Host id associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + Id of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be casted to Networking.NetworkError for more information). + Slot id reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + - + - Get a texture from the property block. - - - + Create a connection to another peer in the Relay group. + + Host id associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + IP address of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.address. + Port of the peer, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.port. + Set to 0 in the case of a default connection. + Id of the remote peer in relay. + GUID for the relay match, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.networkId. + GUID for the source, can be retrieved by calling Utility.GetSourceID. + Error (can be casted to Networking.NetworkError for more information). + Slot id reserved for the user, retrieved by calling Networking.Match.NetworkMatch.JoinMatch and using the Networking.Match.MatchInfo.nodeId. + Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. + Average bandwidth (bandwidth will be throttled on this level). + + A unique connection identifier on success (otherwise zero). + - + - Get a vector from the property block. + Connect with simulated latency. - - + Host id associated with this connection (Retrieved when calling Networking.NetworkTransport.AddHost). + IPv4 address of the other peer. + Port of the other peer. + Set to 0 in the case of a default connection. + Error (can be casted to Networking.NetworkError for more information). + A Networking.ConnectionSimulatorConfig defined for this connection. + + A unique connection identifier on success (otherwise zero). + - + - Get a vector from the property block. + Send a disconnect signal to the connected peer and close the connection. Poll Networking.NetworkTransport.Receive() to be notified that the connection is closed. This signal is only sent once (best effort delivery). If this packet is dropped for some reason, the peer closes the connection by timeout. - - + Host id associated with this connection. + The connection id of the connection you want to close. + Error (can be casted to Networking.NetworkError for more information). - + - Set a ComputeBuffer property. + This will disconnect the host and disband the group. +DisconnectNetworkHost can only be called by the group owner on the relay server. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The ComputeBuffer to set. + Host id associated with this connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a ComputeBuffer property. + Finalizes sending of a message to a group of connections. Only one multicast message at a time is allowed per host. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The ComputeBuffer to set. + Host id associated with this connection (retrieved when calling Networking.NetworkTransport.AddHost). + Error (can be casted to Networking.NetworkError for more information). - + - Set a color property. + The Unity Multiplayer spawning system uses assetIds to identify what remote objects to spawn. This function allows you to get the assetId for the prefab associated with an object. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Color value to set. + Target GameObject to get assetId for. + + The assetId of the game object's prefab. + - + - Set a color property. + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function will return the connection information of the broadcast sender. This information can then be used for connecting to the broadcast sender. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Color value to set. + Id of the broadcast receiver. + IPv4 address of broadcast sender. + Port of broadcast sender. + Error (can be casted to Networking.NetworkError for more information). - + - Set a float property. + After Networking.NetworkTransport.Receive() returns Networking.NetworkEventType.BroadcastEvent, this function returns a complimentary message from the broadcast sender. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The float value to set. + Id of broadcast receiver. + Message buffer provided by caller. + Buffer size. + Received size (if received size > bufferSize, corresponding error will be set). + Error (can be casted to Networking.NetworkError for more information). - + - Set a float property. + Returns the connection parameters for the specified connectionId. These parameters can be sent to other users to establish a direct connection to this peer. If this peer is connected to the host via Relay, the Relay-related parameters are set. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The float value to set. + Host id associated with this connection. + Id of connection. + IP address. + Port. + Relay network guid. + Error (can be casted to Networking.NetworkError for more information). + Destination slot id. - + - Set a float array property. + Returns the number of unread messages in the read-queue. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. - + - Set a float array property. + Returns the total number of messages still in the write-queue. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. - + - Set a matrix property. + Return the round trip time for the given connectionId. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The matrix value to set. + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a matrix property. + Function returns time spent on network I/O operations in microseconds. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The matrix value to set. + + Time in micro seconds. + - + - Set a matrix array property. + Return the total number of packets that has been lost. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a matrix array property. + Get a network timestamp. Can be used in your messages to investigate network delays together with Networking.GetRemoteDelayTimeMS. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. + + Timestamp. + - + - Set a texture property. + Return the current receive rate in bytes per second. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Texture to set. + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a texture property. + Return the current send rate in bytes per second. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Texture to set. + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a vector property. + Returns the delay for the timestamp received. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Vector4 value to set. + Host id associated with this connection. + Id of the connection. + Timestamp delivered from peer. + Error (can be casted to Networking.NetworkError for more information). - + - Set a vector property. + Deprecated. Use Networking.NetworkTransport.GetNetworkLostPacketNum() instead. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The Vector4 value to set. + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Set a vector array property. + Initializes the NetworkTransport. Should be called before any other operations on the NetworkTransport are done. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. - + - Set a vector array property. + Check if the broadcast discovery sender is running. - The name of the property. - The name ID of the property retrieved by Shader.PropertyToID. - The array to set. + + True if it is running. False if it is not running. + - + - A collection of common math functions. + Deprecated. - + - Returns the absolute value of f. + Called to poll the underlying system for events. - + Host id associated with the event. + The connectionId that received the event. + The channelId associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be casted to Networking.NetworkError for more information). + + Type of event returned. + - + - Returns the absolute value of value. + Similar to Networking.NetworkTransport.Receive but will only poll for the provided hostId. - + The hostId to check for events. + The connectionId that received the event. + The channelId associated with the event. + The buffer that will hold the data received. + Size of the buffer supplied. + The actual receive size of the data. + Error (can be casted to Networking.NetworkError for more information). + + Type of event returned. + - + - Returns the arc-cosine of f - the angle in radians whose cosine is f. + Polls the host for the following events: Networking.NetworkEventType.ConnectEvent and Networking.NetworkEventType.DisconnectEvent. +Can only be called by the relay group owner. - + The hostId to check for events. + Error (can be casted to Networking.NetworkError for more information). + + Type of event returned. + - + - Compares two floating point values if they are similar. + Closes the opened socket, and closes all connections belonging to that socket. - - + Host id to remove. - + - Returns the arc-sine of f - the angle in radians whose sine is f. + Send data to peer. - + Host id associated with this connection. + Id of the connection. + The channelId to send on. + Buffer containing the data to send. + Size of the buffer. + Error (can be casted to Networking.NetworkError for more information). - + - Returns the arc-tangent of f - the angle in radians whose tangent is f. + Add a connection for the multicast send. - + Host id associated with this connection. + Id of the connection. + Error (can be casted to Networking.NetworkError for more information). - + - Returns the angle in radians whose Tan is y/x. + Sets the credentials required for receiving broadcast messages. Should any credentials of a received broadcast message not match, the broadcast discovery message is dropped. - - + Host id associated with this broadcast. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Error (can be casted to Networking.NetworkError for more information). - + - Returns the smallest integer greater to or equal to f. + Used to inform the profiler of network packet statistics. - + The Id of the message being reported. + Number of message being reported. + Number of bytes used by reported messages. - + - Returns the smallest integer greater to or equal to f. + Shut down the NetworkTransport. - - + - Clamps a value between a minimum float and maximum float value. + Starts sending a broadcasting message in all local subnets. - - - + Host id which should be reported via broadcast (broadcast receivers will connect to this host). + Port used for the broadcast message. + Key part of the credentials associated with this broadcast. + Version part of the credentials associated with this broadcast. + Subversion part of the credentials associated with this broadcast. + Complimentary message. This message will delivered to the receiver with the broadcast event. + Size of message. + Specifies how often the broadcast message should be sent in milliseconds. + Error (can be casted to Networking.NetworkError for more information). + + Return true if broadcasting request has been submitted. + - + - Clamps value between min and max and returns value. + Start to multicast send. - - - + Host id associated with this connection. + The channelId. + Buffer containing the data to send. + Size of the buffer. + Error (can be casted to Networking.NetworkError for more information). - + - Clamps value between 0 and 1 and returns value. + Stop sending the broadcast discovery message. - - + - Returns the closest power of two value. + Enumeration of all supported quality of service channel modes. - - + - Returns the cosine of angle f in radians. + A reliable message that will be re-sent with a high frequency until it is acknowledged. - - + - Degrees-to-radians conversion constant (Read Only). + Each message is guaranteed to be delivered but not guaranteed to be in order. - + - Calculates the shortest difference between two given angles given in degrees. + Each message is guaranteed to be delivered, also allowing fragmented messages with up to 32 fragments per message. - - - + - A tiny floating point value (Read Only). + Each message is guaranteed to be delivered and in order. - + - Returns e raised to the specified power. + A reliable message. Note: Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. - - + - Returns the largest integer smaller to or equal to f. + An unreliable message. Only the last message in the send buffer is sent. Only the most recent message in the receive buffer will be delivered. - - + - Returns the largest integer smaller to or equal to f. + There is no guarantee of delivery or ordering. - - + - Converts the given value from gamma (sRGB) to linear color space. + There is no guarantee of delivery or ordering, but allowing fragmented messages with up to 32 fragments per message. - - + - A representation of positive infinity (Read Only). + There is no guarantee of delivery and all unordered messages will be dropped. Example: VoIP. - + - Calculates the linear parameter t that produces the interpolant value within the range [a, b]. + Define how unet will handle network io operation. - - - - + - Returns true if the value is power of two. + Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send. - - + - Linearly interpolates between a and b by t. + Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate). - - - - + - Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. + The AppID identifies the application on the Unity Cloud or UNET servers. - - - - + - Linearly interpolates between a and b by t. + Invalid AppID. - - - - + - Converts the given value from linear to gamma (sRGB) color space. + An Enum representing the priority of a client in a match, starting at 0 and increasing. - - + - Returns the logarithm of a specified number in a specified base. + The Invalid case for a HostPriority. An Invalid host priority is not a valid host. - - - + - Returns the natural (base e) logarithm of a specified number. + Describes the access levels granted to this client. - - + - Returns the base 10 logarithm of a specified number. + Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match. - - + - Returns largest of two or more values. + Invalid access level, signifying no access level has been granted/specified. - - - - + - Returns largest of two or more values. + Access level Owner, generally granting access for operations key to the peer host server performing it's work. - - - - + - Returns the largest of two or more values. + User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match. - - - - + - Returns the largest of two or more values. + Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client. - - - - + - Returns the smallest of two or more values. + Binary field for the actual token. - - - - + - Returns the smallest of two or more values. + Accessor to get an encoded string from the m_array data. - - - - + - Returns the smallest of two or more values. + Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework). - - - - + - Returns the smallest of two or more values. + Network ID, used for match making. - - - - + - Moves a value current towards target. + Invalid NetworkID. - The current value. - The value to move towards. - The maximum change that should be applied to the value. - + - Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. + The NodeID is the ID used in Relay matches to track nodes in a network. - - - - + - A representation of negative infinity (Read Only). + The invalid case of a NodeID. - + - Returns the next power of two value. + Identifies a specific game instance. - - + - Generate 2D Perlin noise. + Invalid SourceID. - X-coordinate of sample point. - Y-coordinate of sample point. - - Value between 0.0 and 1.0. - - + - The infamous 3.14159265358979... value (Read Only). + The UnityWebRequest object is used to communicate with web servers. - + - PingPongs the value t, so that it is never larger than length and never smaller than 0. + Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method. - - - + - Returns f raised to power p. + If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. - - - + - Radians-to-degrees conversion constant (Read Only). + If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. - + - Loops the value t, so that it is never larger than length and never smaller than 0. + Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only) - - - + - Returns f rounded to the nearest integer. + Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest. - - + - Returns f rounded to the nearest integer. + Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only) - - + - Returns the sign of f. + A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only) - - + - Returns the sine of angle f in radians. + Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only) - - + - Gradually changes a value towards a desired goal over time. + Returns true after this UnityWebRequest encounters a system error. (Read Only) - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes a value towards a desired goal over time. + Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only) - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes a value towards a desired goal over time. + The string "CREATE", commonly used as the verb for an HTTP CREATE request. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes an angle given in degrees towards a desired goal angle over time. + The string "DELETE", commonly used as the verb for an HTTP DELETE request. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes an angle given in degrees towards a desired goal angle over time. + The string "GET", commonly used as the verb for an HTTP GET request. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes an angle given in degrees towards a desired goal angle over time. + The string "HEAD", commonly used as the verb for an HTTP HEAD request. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Interpolates between min and max with smoothing at the limits. + The string "POST", commonly used as the verb for an HTTP POST request. - - - - + - Returns square root of f. + The string "PUT", commonly used as the verb for an HTTP PUT request. - - + - Returns the tangent of angle f in radians. + Defines the HTTP verb used by this UnityWebRequest, such as GET or POST. - - + - A standard 4x4 transformation matrix. + Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. - + - The determinant of the matrix. + The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only) - + - Returns the identity matrix (Read Only). + Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only) - + - The inverse of this matrix (Read Only). + Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server. - + - Is this the identity matrix? + Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server. - + - Returns the transpose of this matrix (Read Only). + Defines the target URL for the UnityWebRequest to communicate with. - + - Returns a matrix with all elements set to zero (Read Only). + Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true). - + - Get a column of the matrix. + If in progress, halts the UnityWebRequest as soon as possible. - - + - Returns a row of the matrix. + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. - + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. - + - Transforms a position by this matrix (generic). + Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. - + The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. - + - Transforms a position by this matrix (fast). + Creates a UnityWebRequest configured for HTTP DELETE. - + The URI to which a DELETE request should be sent. + + A UnityWebRequest configured to send an HTTP DELETE request. + - + - Transforms a direction by this matrix. + Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using. - - + - Multiplies two matrices. + Generate a random 40-byte array for use as a multipart form boundary. - - + + 40 random bytes, guaranteed to contain only printable ASCII values. + - + - Transforms a Vector4 by a matrix. + Creates a UnityWebRequest configured for HTTP GET. - - + The URI of the resource to retrieve via HTTP GET. + + A UnityWebRequest object configured to retrieve data from uri. + - + - Creates an orthogonal projection matrix. + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. - - - - - - + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + - + - Creates a perspective projection matrix. + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. - - - - + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + - + - Creates a scaling matrix. + Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. - + The URI of the asset bundle to download. + If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. + An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. + +Analogous to the version parameter for WWW.LoadFromCacheOrDownload. + A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. + + A UnityWebRequest configured to downloading a Unity Asset Bundle. + - + - Sets a column of the matrix. + Create a UnityWebRequest intended to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data. - - + The URI of the audio clip to download. + The type of audio encoding for the downloaded audio clip. See AudioType. + + A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip. + - + - Sets a row of the matrix. + Retrieves the value of a custom request header. - - + Name of the custom request header. Case-insensitive. + + The value of the custom request header. If no custom header with a matching name has been set, returns an empty string. + - + - Sets this matrix to a translation, rotation and scaling matrix. + Retrieves the value of a response header from the latest HTTP response received. - - - + The name of the HTTP header to retrieve. Case-insensitive. + + The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null. + - + - Access element at [row, column]. + Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response. + + A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null. + - + - Access element at sequential index (0..15 inclusive). + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + - + - Returns a nicely formatted string for this matrix. + Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. - + The URI of the image to download. + If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. + + A UnityWebRequest properly configured to download an image and convert it to a Texture. + - + - Returns a nicely formatted string for this matrix. + Creates a UnityWebRequest configured to send a HTTP HEAD request. - + The URI to which to send a HTTP HEAD request. + + A UnityWebRequest configured to transmit a HTTP HEAD request. + - + - Creates a translation, rotation and scaling matrix. + Create a UnityWebRequest configured to send form data to a server via HTTP POST. - - - + The target URI to which form data will be transmitted. + Form body data. Will be URLEncoded via WWWTranscoder.URLEncode prior to transmission. + + A UnityWebRequest configured to send form data to uri via POST. + - + - A class that allows creating or modifying meshes from scripts. + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + The target URI to which form data will be transmitted. + Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server. + + A UnityWebRequest configured to send form data to uri via POST. + - + - The bind poses. The bind pose at each index refers to the bone with the same index. + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + - + - Returns BlendShape count on this mesh. + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + The target URI to which form data will be transmitted. + A list of form fields or files to be formatted and transmitted to the remote server. + A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. + + A UnityWebRequest configured to send form data to uri via POST. + - + - The bone weights of each vertex. + Create a UnityWebRequest configured to send form data to a server via HTTP POST. + The target URI to which form data will be transmitted. + Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body. + + A UnityWebRequest configured to send form data to uri via POST. + - + - The bounding volume of the mesh. + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + - + - Vertex colors of the mesh. + Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + The URI to which the data will be sent. + The data to transmit to the remote server. + +If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. + + A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. + - + - Vertex colors of the mesh. + Begin communicating with the remote server. + + An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done. + - + - Returns state of the Read/Write Enabled checkbox when model was imported. + Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data. + A List of IMultipartFormSection objects. + A unique boundary string to separate the form sections. + + A byte array of raw multipart form data. + - + - The normals of the mesh. + Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters. + A dictionary containing the form keys and values to serialize. + + A byte array containing the serialized form. The form's keys and values have been URL-encoded. + - + - The number of submeshes. Every material has a separate triangle list. + Set a HTTP request header to a custom value. + The key of the header to be set. Case-sensitive. + The header's intended value. - + - The tangents of the mesh. + Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests. - + - An array containing all triangles in the mesh. + Determines the default Content-Type header which will be transmitted with the outbound HTTP request. - + - The base texture coordinates of the mesh. + The raw data which will be transmitted to the remote server as body data. (Read Only) - + - The second texture coordinate set of the mesh, if present. + Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only) - + - The third texture coordinate set of the mesh, if present. + Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using. - + - The fourth texture coordinate set of the mesh, if present. + A general-purpose UploadHandler subclass, using a native-code memory buffer. - + - Returns the number of vertices in the mesh (Read Only). + General constructor. Contents of the input argument are copied into a native buffer. + Raw data to transmit to the remote server. - + - Returns a copy of the vertex positions or assigns a new vertex positions array. + Networking Utility. - + - Adds a new blend shape frame. + This property is deprecated and does not need to be set or referenced. - Name of the blend shape to add a frame to. - Weight for the frame being added. - Delta vertices for the frame being added. - Delta normals for the frame being added. - Delta tangents for the frame being added. - + - Clears all vertex data and all triangle indices. + Utility function to get this client's access token for a particular network, if it has been set. - + - + - Clears all blend shapes from Mesh. + Utility function to fetch the program's ID for UNET Cloud interfacing. - + - Combines several meshes into this mesh. + Utility function to get the client's SourceID for unique identification. - Descriptions of the meshes to combine. - Should all meshes be combined into a single submesh? - Should the transforms supplied in the CombineInstance array be used or ignored? - + - Creates an empty mesh. + Utility function that accepts the access token for a network after it's received from the server. + + - + - Returns the frame count for a blend shape. + Deprecated; Setting the AppID is no longer necessary. Please log in through the editor and set up the project there. - The shape index to get frame count from. + - + - Retreives deltaVertices, deltaNormals and deltaTangents of a blend shape frame. + Describes different levels of log information the network layer supports. - The shape index of the frame. - The frame index to get the weight from. - Delta vertices output array for the frame being retreived. - Delta normals output array for the frame being retreived. - Delta tangents output array for the frame being retreived. - + - Returns the weight of a blend shape frame. + Full debug level logging down to each individual message being reported. - The shape index of the frame. - The frame index to get the weight from. - + - Returns index of BlendShape by given name. + Report informational messages like connectivity events. - - + - Returns name of BlendShape by given index. + Only report errors, otherwise silent. - - + - Returns the index buffer for the submesh. + This data structure contains information on a message just received from the network. - - + - Gets the topology of a submesh. + The NetworkView who sent this message. - - + - Returns the triangle list for the submesh. + The player who sent this network message (owner). - - + - Get the UVs for a given chanel. + The time stamp when the Message was sent in seconds. - The UV Channel (zero-indexed). - List of UVs to get for the given index. - + - Get the UVs for a given chanel. + Describes the status of the network interface peer type as returned by Network.peerType. - The UV Channel (zero-indexed). - List of UVs to get for the given index. - + - Get the UVs for a given chanel. + Running as client. - The UV Channel (zero-indexed). - List of UVs to get for the given index. - + - Optimize mesh for frequent updates. + Attempting to connect to a server. - + - Optimizes the mesh for display. + No client connection running. Server not initialized. - + - Recalculate the bounding volume of the mesh from the vertices. + Running as server. - + - Recalculates the normals of the mesh from the triangles and vertices. + The NetworkPlayer is a data structure with which you can locate another player over the network. - + - Vertex colors of the mesh. + Returns the external IP address of the network interface. - Per-Vertex Colours. - + - Vertex colors of the mesh. + Returns the external port of the network interface. - Per-Vertex Colours. - + - Sets the index buffer for the submesh. + The GUID for this player, used when connecting with NAT punchthrough. - - - - - + - Set the normals of the mesh. + The IP address of this player. - Per-vertex normals. - + - Set the tangents of the mesh. + The port of this player. - Per-vertex tangents. - + - Sets the triangle list for the submesh. + Returns true if two NetworkPlayers are the same player. - - - + + - + - Sets the triangle list for the submesh. + Returns true if two NetworkPlayers are not the same player. - - - + + - + - Set the UVs for a given chanel. + Returns the index number for this network player. - The UV Channel (zero-indexed). - List of UVs to set for the given index. - + - Set the UVs for a given chanel. + Describes network reachability options. - The UV Channel (zero-indexed). - List of UVs to set for the given index. - + - Set the UVs for a given chanel. + Network is not reachable. - The UV Channel (zero-indexed). - List of UVs to set for the given index. - + - Assigns a new vertex positions array. + Network is reachable via carrier data network. - Per-vertex position. - + - Upload previously done mesh modifications to the graphics API. + Network is reachable via WiFi or cable. - Frees up system memory copy of mesh data when set to true. - + - A mesh collider allows you to do between meshes and primitives. + Different types of synchronization for the NetworkView component. - + - Use a convex collider from the mesh. + No state data will be synchronized. - + - The mesh object used for collision detection. + All packets are sent reliable and ordered. - + - Uses interpolated normals for sphere collisions instead of flat polygonal normals. + Brute force unreliable state sending. - + - A class to access the Mesh of the. + The network view is the binding material of multiplayer games. - + - Returns the instantiated Mesh assigned to the mesh filter. + The network group number of this network view. - + - Returns the shared mesh of the mesh filter. + Is the network view controlled by this object? - + - Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. + The component the network view is observing. - + - Renders meshes inserted by the MeshFilter or TextMesh. + The NetworkPlayer who owns this network view. - + - Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. + The type of NetworkStateSynchronization set for this network view. - + - Topology of Mesh faces. + The ViewID of this network view. - + - Mesh is made from lines. + Find a network view based on a NetworkViewID. + - + - Mesh is a line strip. + Call a RPC function on all connected peers. + + + - + - Mesh is made from points. + Call a RPC function on a specific player. + + + - + - Mesh is made from quads. + Set the scope of the network view in relation to a specific network player. + + - + - Mesh is made from triangles. + The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. - + - Use this class to record to an AudioClip using a connected microphone. + True if instantiated by me. - + - A list of available microphone devices, identified by name. + The NetworkPlayer who owns the NetworkView. Could be the server. - + - Stops recording. + Represents an invalid network view ID. - The name of the device. - + - Get the frequency capabilities of a device. + Returns true if two NetworkViewIDs are identical. - The name of the device. - Returns the minimum sampling frequency of the device. - Returns the maximum sampling frequency of the device. + + - + - Get the position in samples of the recording. + Returns true if two NetworkViewIDs are not identical. - The name of the device. + + - + - Query if a device is currently recording. + Returns a formatted string with details on this NetworkViewID. - The name of the device. - + - Start Recording with device. + NPOT Texture2D|textures support. - The name of the device. - Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip. - Is the length of the AudioClip produced by the recording. - The sample rate of the AudioClip produced by the recording. - - The function returns null if the recording fails to start. - - + - MonoBehaviour is the base class every script derives from. + Full NPOT support. - + - Logs message to the Unity Console (identical to Debug.Log). + NPOT textures are not supported. Will be upscaled/padded at loading time. - - + - Disabling this lets you skip the GUI layout phase. + Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced. - + - Cancels all Invoke calls on this MonoBehaviour. + Base class for all objects Unity can reference. - + - Cancels all Invoke calls with name methodName on this behaviour. + Should the object be hidden, saved with the scene or modifiable by the user? - - + - Invokes the method methodName in time seconds. + The name of the object. - - - + - Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. + Removes a gameobject, component or asset. - - - + The object to destroy. + The optional amount of time to delay before destroying the object. - + - Is any invoke on methodName pending? + Removes a gameobject, component or asset. - + The object to destroy. + The optional amount of time to delay before destroying the object. - + - Is any invoke pending on this MonoBehaviour? + Destroys the object obj immediately. + Object to be destroyed. + Set to true to allow assets to be destoyed. - + - Starts a coroutine. + Destroys the object obj immediately. - + Object to be destroyed. + Set to true to allow assets to be destoyed. - + - Starts a coroutine named methodName. + Makes the object target not be destroyed automatically when loading a new scene. - - + - + - Starts a coroutine named methodName. + Returns the first active loaded object of Type type. - - + The type of object to find. + + An array of objects which matched the specified type, cast as Object. + - + - Stops all coroutines running on this behaviour. + Returns a list of all active loaded objects of Type type. + The type of object to find. + + The array of objects found matching the type specified. + - + - Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + Returns a list of all active and inactive loaded objects of Type type. - Name of coroutine. - Name of the function in code. + The type of object to find. + + The array of objects found matching the type specified. + - + - Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. + Returns a list of all active and inactive loaded objects of Type type, including assets. - Name of coroutine. - Name of the function in code. + The type of object or asset to find. + + The array of objects and assets found matching the type specified. + - + - Base class for AnimationClips and BlendTrees. + Returns the instance id of the object. - + - Movie Textures are textures onto which movies are played back. + Does the object exist? + - + - Returns the AudioClip belonging to the MovieTexture. + Clones the object original and returns the clone. + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + If when assigning the parent the original world position should be maintained. + + The instantiated clone. + - + - The time, in seconds, that the movie takes to play back completely. + Clones the object original and returns the clone. + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + If when assigning the parent the original world position should be maintained. + + The instantiated clone. + - + - Returns whether the movie is playing or not. + Clones the object original and returns the clone. + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + If when assigning the parent the original world position should be maintained. + + The instantiated clone. + - + - If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions. + Clones the object original and returns the clone. + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + If when assigning the parent the original world position should be maintained. + + The instantiated clone. + - + - Set this to true to make the movie loop. + Clones the object original and returns the clone. + An existing object that you want to make a copy of. + Position for the new object. + Orientation of the new object. + Parent that will be assigned to the new object. + If when assigning the parent the original world position should be maintained. + + The instantiated clone. + - + - Pauses playing the movie. + You can also use Generics to instantiate objects. See the page for more details. + Object of type T that you want to make a clone of. + + Object of type T. + - + - Starts playing the movie. + Compares two object references to see if they refer to the same object. + The first Object. + The Object to compare against the first. - + - Stops playing the movie, and rewinds it to the beginning. + Compares if two objects refer to a different object. + + - + - Attribute to make a string be edited with a multi-line textfield. + Returns the name of the game object. - + - Attribute used to make a string value be shown in a multiline textarea. + OcclusionArea is an area in which occlusion culling is performed. - How many lines of text to make room for. Default is 3. - + - Attribute used to make a string value be shown in a multiline textarea. + Center of the occlusion area relative to the transform. - How many lines of text to make room for. Default is 3. - + - Singleton class to access the baked NavMesh. + Size that the occlusion area will have. - + - Describes how far in the future the agents predict collisions for avoidance. + The portal for dynamically changing occlusion at runtime. - + - The maximum amount of nodes processed each frame in the asynchronous pathfinding process. + Gets / sets the portal's open state. - + - Area mask constant that includes all NavMesh areas. + Enumeration for SystemInfo.operatingSystemFamily. - + - Calculate a path between two points and store the resulting path. + Linux operating system family. - The initial position of the path requested. - The final position of the path requested. - A bitfield mask specifying which NavMesh areas can be passed when calculating a path. - The resulting path. - - True if a either a complete or partial path is found and false otherwise. - - + - Calculates triangulation of the current navmesh. + macOS operating system family. - + - Locate the closest NavMesh edge from a point on the NavMesh. + Returned for operating systems that do not fall into any other category. - The origin of the distance query. - Holds the properties of the resulting location. - A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. - - True if a nearest edge is found. - - + - Gets the cost for path finding over geometry of the area type. + Windows operating system family. - Index of the area to get. - + - Returns the area index for a named NavMesh area type. + (Legacy Particle system). - Name of the area to look up. - - Index if the specified are, or -1 if no area found. - - + - Gets the cost for traversing over geometry of the layer type on all agents. + The angular velocity of the particle. - - + - Returns the layer index for a named layer. + The color of the particle. - - + - Trace a line between two points on the NavMesh. + The energy of the particle. - The origin of the ray. - The end of the ray. - Holds the properties of the ray cast resulting location. - A bitfield mask specifying which NavMesh areas can be passed when tracing the ray. - - True if the ray is terminated before reaching target position. Otherwise returns false. - - + - Finds the closest point on NavMesh within specified range. + The position of the particle. - The origin of the sample query. - Holds the properties of the resulting location. - Sample within this distance from sourcePosition. - A mask specifying which NavMesh areas are allowed when finding the nearest point. - - True if a nearest point is found. - - + - Sets the cost for finding path over geometry of the area type on all agents. + The rotation of the particle. - Index of the area to set. - New cost. - + - Sets the cost for traversing over geometry of the layer type on all agents. + The size of the particle. - - - + - Navigation mesh agent. + The starting energy of the particle. - + - The maximum acceleration of an agent as it follows a path, given in units / sec^2. + The velocity of the particle. - + - Maximum turning speed in (deg/s) while following a path. + (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. - + - Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). + Does the GameObject of this particle animator auto destructs? - + - Should the agent brake automatically to avoid overshooting the destination point? + Colors the particles will cycle through over their lifetime. - + - Should the agent attempt to acquire a new path if the existing path becomes invalid? + How much particles are slowed down every frame. - + - Should the agent move across OffMeshLinks automatically? + Do particles cycle their color over their lifetime? - + - The avoidance priority level. + The force being applied to particles every frame. - + - The relative vertical displacement of the owning GameObject. + Local space axis the particles rotate around. - + - The current OffMeshLinkData. + A random force added to particles every frame. - + - The desired velocity of the agent including any potential contribution from avoidance. (Read Only) + How the particle sizes grow over their lifetime. - + - Gets or attempts to set the destination of the agent in world-space units. + World space axis the particles rotate around. - + - Does the agent currently have a path? (Read Only) + Information about a particle collision. - + - The height of the agent for purposes of passing under obstacles, etc. + The Collider for the GameObject struck by the particles. - + - Is the agent currently bound to the navmesh? (Read Only) + The Collider or Collider2D for the GameObject struck by the particles. - + - Is the agent currently positioned on an OffMeshLink? (Read Only) + Intersection point of the collision in world coordinates. - + - Is the current path stale. (Read Only) + Geometry normal at the intersection point of the collision. - + - The next OffMeshLinkData on the current path. + Incident velocity at the intersection point of the collision. - + - Gets or sets the simulation position of the navmesh agent. + (Legacy Particles) Script interface for particle emitters. - + - The level of quality of avoidance. + The angular velocity of new particles in degrees per second. - + - Property to get and set the current path. + Should particles be automatically emitted each frame? - + - Is a path in the process of being computed but not yet ready? (Read Only) + The amount of the emitter's speed that the particles inherit. - + - The status of the current path (complete, partial or invalid). + Turns the ParticleEmitter on or off. - + - The avoidance radius for the agent. + The starting speed of particles along X, Y, and Z, measured in the object's orientation. - + - The distance between the agent's position and the destination on the current path. (Read Only) + The maximum number of particles that will be spawned every second. - + - Maximum movement speed when following a path. + The maximum lifetime of each particle, measured in seconds. - + - Get the current steering target along the path. (Read Only) + The maximum size each particle can be at the time when it is spawned. - + - Stop within this distance from the target position. + The minimum number of particles that will be spawned every second. - + - Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. + The minimum lifetime of each particle, measured in seconds. - + - Should the agent update the transform orientation? + The minimum size each particle can be at the time when it is spawned. - + - Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. + The current number of particles (Read Only). - + - Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). + Returns a copy of all particles and assigns an array of all particles to be the current particles. - + - Enables or disables the current off-mesh link. + A random angular velocity modifier for new particles. - Is the link activated? - + - Calculate a path to a specified point and store the resulting path. + If enabled, the particles will be spawned with random rotations. - The final position of the path requested. - The resulting path. - - True if a path is found. - - + - Completes the movement on the current OffMeshLink. + A random speed along X, Y, and Z that is added to the velocity. - + - Locate the closest NavMesh edge. + If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. - Holds the properties of the resulting location. - - True if a nearest edge is found. - - + - Gets the cost for path calculation when crossing area of a particular type. + The starting speed of particles in world space, along X, Y, and Z. - Area Index. - - Current cost for specified area index. - - + - Gets the cost for crossing ground of a particular type. + Removes all particles from the particle emitter. - Layer index. - - Current cost of specified layer. - - + - Apply relative movement to current position. + Emit a number of particles. - The relative movement vector. - + - Trace a straight path towards a target postion in the NavMesh without moving the agent. + Emit count particles immediately. - The desired end position of movement. - Properties of the obstacle detected by the ray (if any). - - True if there is an obstacle between the agent and the target position, otherwise false. - + - + - Clears the current path. + Emit a single particle with given parameters. + The position of the particle. + The velocity of the particle. + The size of the particle. + The remaining lifetime of the particle. + The color of the particle. - + - Resumes the movement along the current path after a pause. + + The initial rotation of the particle in degrees. + The angular velocity of the particle in degrees per second. + + + + + - + - Sample a position along the current path. + Advance particle simulation by given time. - A bitfield mask specifying which NavMesh areas can be passed when tracing the path. - Terminate scanning the path at this distance. - Holds the properties of the resulting location. - - True if terminated before reaching the position at maxDistance, false otherwise. - + - + - Sets the cost for traversing over areas of the area type. + Method extension for Physics in Particle System. - Area cost. - New cost for the specified area index. - + - Sets or updates the destination thus triggering the calculation for a new path. + Get the particle collision events for a GameObject. Returns the number of events written to the array. - The target point to navigate to. - - True if the destination was requested successfully, otherwise false. - + The GameObject for which to retrieve collision events. + Array to write collision events to. + - + - Sets the cost for traversing over geometry of the layer type. + Safe array size for use with ParticleSystem.GetCollisionEvents. - Layer index. - New cost for the specified layer. + - + - Assign a new path to this agent. + Safe array size for use with ParticleSystem.GetTriggerParticles. - New path to follow. + Particle system. + Type of trigger to return size for. - True if the path is succesfully assigned. + Number of particles with this trigger event type. - - - Stop movement of this agent along its current path. - - - + - Warps agent to the provided position. + Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array. - New position to warp the agent to. + Particle system. + Type of trigger to return particles for. + The array of particles matching the trigger event type. - True if agent is successfully warped, otherwise false. + Number of particles with this trigger event type. - + - Result information for NavMesh queries. + Write modified particles back to the particle system, during a call to OnParticleTrigger. + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. - + - Distance to the point of hit. + Write modified particles back to the particle system, during a call to OnParticleTrigger. + Particle system. + Type of trigger to set particles for. + Particle array. + Offset into the array, if you only want to write back a subset of the returned particles. + Number of particles to write, if you only want to write back a subset of the returned particles. - + - Flag set when hit. + (Legacy Particles) Renders particles on to the screen. - + - Mask specifying NavMesh area at point of hit. + How much are the particles strected depending on the Camera's speed. - + - Normal at the point of hit. + How much are the particles stretched in their direction of motion. - + - Position of hit. + Clamp the maximum particle size. - + - An obstacle for NavMeshAgents to avoid. + How particles are drawn. - + - Should this obstacle be carved when it is constantly moving? + Set uv animation cycles. - + - Should this obstacle make a cut-out in the navmesh. + Set horizontal tiling count. - + - Threshold distance for updating a moving carved hole (when carving is enabled). + Set vertical tiling count. - + - Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). + How much are the particles strectched depending on "how fast they move". - + - The center of the obstacle, measured in the object's local space. + The rendering mode for legacy particles. - + - Height of the obstacle's cylinder shape. + Render the particles as billboards facing the player. (Default) - + - Radius of the obstacle's capsule shape. + Render the particles as billboards always facing up along the y-Axis. - + - Shape of the obstacle. + Sort the particles back-to-front and render as billboards. - + - The size of the obstacle, measured in the object's local space. + Stretch particles in the direction of motion. - + - Velocity at which the obstacle moves around the NavMesh. + Render the particles as billboards always facing the player, but not pitching along the x-Axis. - + - Shape of the obstacle. + Script interface for particle systems (Shuriken). - + - Box shaped obstacle. + Access the particle system collision module. - + - Capsule shaped obstacle. + Access the particle system color by lifetime module. - + - A path as calculated by the navigation system. + Access the particle system color over lifetime module. - + - Corner points of the path. (Read Only) + The duration of the particle system in seconds (Read Only). - + - Status of the path. (Read Only) + Access the particle system emission module. - + - Erase all corner points from path. + The rate of emission. - + - NavMeshPath constructor. + When set to false, the particle system will not emit particles. - + - Calculate the corners for the path. + Access the particle system external forces module. - Array to store path corners. - - The number of corners along the path - including start and end points. - - + - Status of path. + Access the particle system force over lifetime module. - + - The path terminates at the destination. + Scale being applied to the gravity defined by Physics.gravity. - + - The path is invalid. + Access the particle system velocity inheritance module. - + - The path cannot reach the destination. + Is the particle system currently emitting particles? A particle system may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play. - + - Contains data describing a triangulation of a navmesh. + Is the particle system paused right now ? - + - NavMesh area indices for the navmesh triangulation. + Is the particle system playing right now ? - + - Triangle indices for the navmesh triangulation. + Is the particle system stopped right now ? - + - NavMeshLayer values for the navmesh triangulation. + Access the particle system lights module. - + - Vertices for the navmesh triangulation. + Access the particle system limit velocity over lifetime module. - + - The network class is at the heart of the network implementation and provides the core functions. + Is the particle system looping? - + - All connected players. + Access the main particle system settings. - + - The IP address of the connection tester used in Network.TestConnection. + The maximum number of particles to emit. - + - The port of the connection tester used in Network.TestConnection. + Access the particle system noise module. - + - Set the password for the server (for incoming connections). + The current number of particles (Read Only). - + - Returns true if your peer type is client. + The playback speed of the particle system. 1 is normal playback speed. - + - Enable or disable the processing of network messages. + If set to true, the particle system will automatically start playing on startup. - + - Returns true if your peer type is server. + Override the random seed used for the particle system emission. - + - Set the log level for network messages (default is Off). + Access the particle system rotation by speed module. - + - Set the maximum amount of connections/players allowed. + Access the particle system rotation over lifetime module. - + - Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. + The scaling mode applied to particle sizes and positions. - + - The IP address of the NAT punchthrough facilitator. + Access the particle system shape module. - + - The port of the NAT punchthrough facilitator. + This selects the space in which to simulate particles. It can be either world or local space. - + - The status of the peer type, i.e. if it is disconnected, connecting, server or client. + Access the particle system size by speed module. - + - Get the local NetworkPlayer instance. + Access the particle system size over lifetime module. - + - The IP address of the proxy server. + The initial color of particles when emitted. - + - Set the proxy server password. + Start delay in seconds. - + - The port of the proxy server. + The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is created by the particle system. - + - The default send rate of network updates for all Network Views. + The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. - + - Get the current network time (seconds). + The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves. - + - Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. + The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. - + - Query for the next available network view ID number and allocate it (reserve). + The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. - + - Close the connection to another system. + Access the particle system sub emitters module. - - - + - Connect to the specified host (ip or domain name) and server port. + Access the particle system texture sheet animation module. - - - - + - Connect to the specified host (ip or domain name) and server port. + Playback position in seconds. - - - - + - This function is exactly like Network.Connect but can accept an array of IP addresses. + Access the particle system trails module. - - - - + - This function is exactly like Network.Connect but can accept an array of IP addresses. + Access the particle system trigger module. - - - - + - Connect to a server GUID. NAT punchthrough can only be performed this way. + Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. - - - + - Connect to a server GUID. NAT punchthrough can only be performed this way. + Access the particle system velocity over lifetime module. - - - + - Connect to the host represented by a HostData structure returned by the Master Server. + Script interface for a Burst. - - - + - Connect to the host represented by a HostData structure returned by the Master Server. + Maximum number of bursts to be emitted. - - - + - Destroy the object associated with this view ID across the network. + Minimum number of bursts to be emitted. - - + - Destroy the object across the network. + The time that each burst occurs. - - + - Destroy all the objects based on view IDs belonging to this player. + Construct a new Burst with a time and count. - + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. - + - Close all open connections and shuts down the network interface. + Construct a new Burst with a time and count. - + Time to emit the burst. + Minimum number of particles to emit. + Maximum number of particles to emit. + Number of particles to emit. - + - Close all open connections and shuts down the network interface. + Remove all particles in the particle system. - + Clear all child particle systems as well. - + - The last average ping time to the given player in milliseconds. + Script interface for the Collision module. - - + - The last ping time to the given player in milliseconds. + How much force is applied to each particle after a collision. - - + - Check if this machine has a public IP address. + Change the bounce multiplier. - + - Initializes security layer. + Control which layers this particle system collides with. - + - Initialize the server. + How much speed is lost from each particle after a collision. - - - - + - Initialize the server. + Change the dampen multiplier. - - - - + - Network instantiate a prefab. + Enable/disable the Collision module. - - - - - + - Remove all RPC functions which belong to this player ID. + Allow particles to collide with dynamic colliders when using world collision mode. - - + - Remove all RPC functions which belong to this player ID and were sent based on the given group. + Allow particles to collide when inside colliders. - - - + - Remove the RPC function calls accociated with this view ID number. + How much a particle's lifetime is reduced after a collision. - - + - Remove all RPC functions which belong to given group number. + Change the lifetime loss multiplier. - - + - Set the level prefix which will then be prefixed to all network ViewID numbers. + The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority. - - + - Enable or disables the reception of messages in a specific group number from a specific player. + Kill particles whose speed goes above this threshold, after a collision. - - - - + - Enables or disables transmission of messages and RPC calls on a specific network group number. + The maximum number of planes it is possible to set as colliders. - - - + - Enable or disable transmission of messages and RPC calls based on target network player as well as the network group. + Kill particles whose speed falls below this threshold, after a collision. - - - - + - Test this machines network connection. + Choose between 2D and 3D world collisions. - - + - Test this machines network connection. + Specifies the accuracy of particle collisions against colliders in the scene. - - + - Test the connection specifically for NAT punch-through connectivity. + A multiplier applied to the size of each particle before collisions are processed. - - + - Test the connection specifically for NAT punch-through connectivity. + Send collision callback messages. - - + - Possible status messages returned by Network.Connect and in MonoBehaviour.OnFailedToConnect|OnFailedToConnect in case the error was not immediate. + The type of particle collision to perform. - + - Cannot connect to two servers at once. Close the connection before connecting again. + Size of voxels in the collision cache. - + - We are already connected to this particular server (can happen after fast disconnect/reconnect). + Get a collision plane associated with this particle system. + Specifies which plane to access. + + The plane. + - + - We are banned from the system we attempted to connect to (likely temporarily). + Set a collision plane to be used with this particle system. + Specifies which plane to set. + The plane to set. - + - Connection attempt failed, possibly because of internal connectivity problems. + Script interface for the Color By Speed module. - + - Internal error while attempting to initialize network interface. Socket possibly already in use. + The gradient controlling the particle colors. - + - No host target given in Connect. + Enable/disable the Color By Speed module. - + - Incorrect parameters given to Connect function. + Apply the color gradient between these minimum and maximum speeds. - + - Client could not connect internally to same network NAT enabled server. + Script interface for the Color Over Lifetime module. - + - The server is using a password and has refused our connection because we did not set the correct password. + The gradient controlling the particle colors. - + - NAT punchthrough attempt has failed. The cause could be a too restrictive NAT implementation on either endpoints. + Enable/disable the Color Over Lifetime module. - + - Connection lost while attempting to connect to NAT target. + Script interface for the Emission module. - + - The NAT target we are trying to connect to is not connected to the facilitator server. + The current number of bursts. - + - No error occurred. + Enable/disable the Emission module. - + - We presented an RSA public key which does not match what the system we connected to is using. + The rate at which new particles are spawned. - + - The server is at full capacity, failed to connect. + Change the rate multiplier. - + - The reason a disconnect event occured, like in MonoBehaviour.OnDisconnectedFromServer|OnDisconnectedFromServer. + The rate at which new particles are spawned, over distance. - + - The connection to the system has been closed. + Change the rate over distance multiplier. - + - The connection to the system has been lost, no reliable packets could be delivered. + The rate at which new particles are spawned, over time. - + - Defines parameters of channels. + Change the rate over time multiplier. - + - UnderlyingModel.MemDoc.MemDocModel. + The emission type. - Requested type of quality of service (default Unreliable). - Copy constructor. - + - UnderlyingModel.MemDoc.MemDocModel. + Get the burst array. - Requested type of quality of service (default Unreliable). - Copy constructor. + Array of bursts to be filled in. + + The number of bursts in the array. + - + - UnderlyingModel.MemDoc.MemDocModel. + Set the burst array. - Requested type of quality of service (default Unreliable). - Copy constructor. + Array of bursts. + Optional array size, if burst count is less than array size. - + - Channel quality of service. + Set the burst array. + Array of bursts. + Optional array size, if burst count is less than array size. - + - This class defines parameters of connection between two peers, this definition includes various timeouts and sizes as well as channel configuration. + Emit count particles immediately. + Number of particles to emit. - + - How long in ms receiver will wait before it will force send acknowledgements back without waiting any payload. + Emit a number of particles from script. + Overidden particle properties. + Number of particles to emit. - + - Add new channel to configuration. - - Channel id, user can use this id to send message via this channel. - + + + + + - + - Defines timeout in ms after that message with AllCost deliver qos will force resend without acknowledgement waiting. + + - + - Return amount of channels for current configuration. + Script interface for particle emission parameters. - + - Allow access to channels list. + Override the angular velocity of emitted particles. - + - Timeout in ms which library will wait before it will send another connection request. + Override the 3D angular velocity of emitted particles. - + - Will create default connection config or will copy them from another. + When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module. - Connection config. - + - Will create default connection config or will copy them from another. + Override the axis of rotation of emitted particles. - Connection config. - + - How long (in ms) library will wait before it will consider connection as disconnected. + Override the position of emitted particles. - + - What should be maximum fragment size (in Bytes) for fragmented messages. + Override the random seed of emitted particles. - + - Return the QoS set for the given channel or throw an out of range exception. + Override the rotation of emitted particles. - Index in array. - - Channel QoS. - - + - If it is true, connection will use 64 bit mask to acknowledge received reliable messages. + Override the 3D rotation of emitted particles. - + - Maximum amount of small reliable messages which will combine in one "array of messages". Useful if you are going to send a lot of small reliable messages. + Override the initial color of emitted particles. - + - Maximum size of reliable message which library will consider as small and will try to combine in one "array of messages" message. + Override the lifetime of emitted particles. - + - How many attempt library will get before it will consider the connection as disconnected. + Override the initial size of emitted particles. - + - Defines maximum messages which will wait for sending before user will receive error on Send() call. + Override the initial 3D size of emitted particles. - + - Minimal send update timeout (in ms) for connection. this timeout could be increased by library if flow control will required. + Override the velocity of emitted particles. - + - How many (in %) packet need to be dropped due network condition before library will throttle send rate. + Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector. - + - How many (in %) packet need to be dropped due lack of internal bufferes before library will throttle send rate. + Revert the axis of rotation back to the value specified in the inspector. - + - What is a maximum packet size (in Bytes) (including payload and all header). Packet can contain multiple messages inside. + Revert the position back to the value specified in the inspector. - + - Timeout in ms between control protocol messages. + Revert the random seed back to the value specified in the inspector. - + - Timeout in ms for control messages which library will use before it will accumulate statistics. + Reverts rotation and rotation3D back to the values specified in the inspector. - + - Minimum timeout (in ms) which library will wait before it will resend reliable message. + Revert the initial color back to the value specified in the inspector. - + - When starting a server use protocols that make use of platform specific optimisations where appropriate rather than cross-platform protocols. (Sony consoles only). + Revert the lifetime back to the value specified in the inspector. - + - Validate parameters of connection config. Will throw exceptions if parameters are incorrect. + Revert the initial size back to the value specified in the inspector. - - + - Defines received buffer size for web socket host; you should set this to the size of the biggest legal frame that you support. If the frame size is exceeded, there is no error, but the buffer will spill to the user callback when full. In case zero 4k buffer will be used. Default value is zero. + Revert the velocity back to the value specified in the inspector. - + - Create configuration for network simulator; You can use this class in editor and developer build only. + Script interface for the External Forces module. - + - Will create object describing network simulation parameters. + Enable/disable the External Forces module. - Minimal simulation delay for outgoing traffic in ms. - Average simulation delay for outgoing traffic in ms. - Minimal simulation delay for incoming traffic in ms. - Average simulation delay for incoming traffic in ms. - Probability of packet loss 0 <= p <= 1. - + - Destructor. + Multiplies the magnitude of applied external forces. - + - Manage and process HTTP response body data received from a remote server. + Script interface for the Force Over Lifetime module. - + - Returns the raw bytes downloaded from the remote server, or null. (Read Only) + Enable/disable the Force Over Lifetime module. - + - Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only) + When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame. - + - Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) + Are the forces being applied in local or world space? - + - Callback, invoked when all data has been received from the remote server. + The curve defining particle forces in the X axis. - + - Signals that this [DownloadHandler] is no longer being used, and should clean up any resources it is using. + Change the X axis mulutiplier. - + - Callback, invoked when the data property is accessed. + The curve defining particle forces in the Y axis. - - Byte array to return as the value of the data property. - - + - Callback, invoked when UnityWebRequest.downloadProgress is accessed. + Change the Y axis multiplier. - - The return value for UnityWebRequest.downloadProgress. - - + - Callback, invoked when the text property is accessed. + The curve defining particle forces in the Z axis. - - String to return as the return value of the text property. - - + - Callback, invoked with a Content-Length header is received. + Change the Z axis multiplier. - The value of the received Content-Length header. - + - Callback, invoked as data is received from the remote server. + Get a stream of custom per-particle data. - A buffer containing unprocessed data, received from the remote server. - The number of bytes in data which are new. + The array of per-particle data. + Which stream to retrieve the data from. - True if the download should continue, false to abort. + The amount of valid per-particle data. - - - A DownloadHandler subclass specialized for downloading AssetBundles. - - - + - Returns the downloaded AssetBundle, or null. (Read Only) + Get the particles of this particle system. + Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array. + + The number of particles written to the input particle array (the number of particles currently alive). + - + - Standard constructor for non-cached asset bundles. + The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted. - The nominal (pre-redirect) URL at which the asset bundle is located. - A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. - + - Simple versioned constructor. Caches downloaded asset bundles. + Curve to define how much emitter velocity is applied during the lifetime of a particle. - The nominal (pre-redirect) URL at which the asset bundle is located. - A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. - Current version number of the asset bundle at url. Increment to redownload. - + - Versioned constructor. Caches downloaded asset bundles. + Change the curve multiplier. - The nominal (pre-redirect) URL at which the asset bundle is located. - A checksum to compare to the downloaded data for integrity checking, or zero to skip integrity checking. - A hash object defining the version of the asset bundle. - + - Returns the downloaded AssetBundle, or null. + Enable/disable the InheritVelocity module. - A finished UnityWebRequest object with DownloadHandlerAssetBundle attached. - - The same as DownloadHandlerAssetBundle.assetBundle - - + - Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + How to apply emitter velocity to particles. - - Not implemented. - - + - Not implemented. Throws <a href="http:msdn.microsoft.comen-uslibrarysystem.notsupportedexception">NotSupportedException<a>. + Does the system have any live particles (or will produce more)? + Check all child particle systems as well. - Not implemented. + True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. - + - A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects. + Access the ParticleSystem Lights Module. - + - Returns the downloaded AudioClip, or null. (Read Only) + Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity. - + - Constructor, specifies what kind of audio data is going to be downloaded. + Enable/disable the Lights module. - The nominal (pre-redirect) URL at which the audio clip is located. - Value to set for AudioClip type. - + - Returns the downloaded AudioClip, or null. + Define a curve to apply custom intensity scaling to particle lights. - A finished UnityWebRequest object with DownloadHandlerAudioClip attached. - - The same as DownloadHandlerAudioClip.audioClip - - + - Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes. + Intensity multiplier. - - A copy of the downloaded data. - - + - A general-purpose DownloadHandler implementation which stores received data in a native byte buffer. + Select what Light prefab you want to base your particle lights on. - + - Default constructor. + Set a limit on how many lights this Module can create. - + - Returns a copy of the native-memory buffer interpreted as a UTF8 string. + Define a curve to apply custom range scaling to particle lights. - A finished UnityWebRequest object with DownloadHandlerBuffer attached. - - The same as DownloadHandlerBuffer.text - - + - Returns a copy of the contents of the native-memory data buffer as a byte array. + Range multiplier. - - A copy of the data which has been downloaded. - - + - Returns a copy of the native-memory buffer interpreted as a UTF8 string. + Choose what proportion of particles will receive a dynamic light. - - A string representing the data in the native-memory buffer. - - + - An abstract base class for user-created scripting-driven DownloadHandler implementations. + Toggle where the particle size will be multiplied by the light range, to determine the final light range. - + - Create a DownloadHandlerScript which allocates new buffers when passing data to callbacks. + Toggle whether the particle lights will have their color multiplied by the particle color. - + - Create a DownloadHandlerScript which reuses a preallocated buffer to pass data to callbacks. + Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio. - A byte buffer into which data will be copied, for use by DownloadHandler.ReceiveData. - + - A DownloadHandler subclass specialized for downloading images for use as Texture objects. + Script interface for the Limit Velocity Over Lifetime module. - + - Returns the downloaded Texture, or null. (Read Only) + Controls how much the velocity that exceeds the velocity limit should be dampened. - + - Default constructor. + Enable/disable the Limit Force Over Lifetime module. - + - Constructor, allows TextureImporter.isReadable property to be set. + Maximum velocity curve, when not using one curve per axis. - Value to set for TextureImporter.isReadable. - + - Returns the downloaded Texture, or null. + Change the limit multiplier. - A finished UnityWebRequest object with DownloadHandlerTexture attached. - - The same as DownloadHandlerTexture.texture - - + - Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes. + Maximum velocity curve for the X axis. - - A copy of the downloaded data. - - + - Defines global paramters for network library. + Change the limit multiplier on the X axis. - + - Create new global config object. + Maximum velocity curve for the Y axis. - + - Defines maximum possible packet size in bytes for all network connections. + Change the limit multiplier on the Y axis. - + - Defines maximum amount of messages in the receive queue. + Maximum velocity curve for the Z axis. - + - Defines maximum message count in sent queue. + Change the limit multiplier on the Z axis. - + - Defines reactor model for the network library. + Set the velocity limit on each axis separately. - + - Defines (1) for select reactor, minimum time period, when system will check if there are any messages for send (2) for fixrate reactor, minimum interval of time, when system will check for sending and receiving messages. + Specifies if the velocity limits are in local space (rotated with the transform) or world space. - + - Class defines network topology for host (socket opened by Networking.NetworkTransport.AddHost function). This topology defines: (1) how many connection with default config will be supported and (2) what will be special connections (connections with config different from default). + Script interface for the main module. - + - Add special connection to topology (for example if you need to keep connection to standalone chat server you will need to use this function). Returned id should be use as one of parameters (with ip and port) to establish connection to this server. + Simulate particles relative to a custom transform component. - Connection config for special connection. - - Id of this connection. You should use this id when you call Networking.NetworkTransport.Connect. - - + - Create topology. + The duration of the particle system in seconds. - Default config. - Maximum default connections. - + - Defines config for default connections in the topology. + Scale applied to the gravity, defined by Physics.gravity. - + - Return reference to special connection config. Parameters of this config can be changed. + Change the gravity mulutiplier. - Config id. - - Connection config. - - + - Defines how many connection with default config be permitted. + Is the particle system looping? - + - Library keep and reuse internal pools of messages. By default they have size 128. If this value is not enough pools will be automatically increased. This value defines how they will increase. Default value is 0.75, so if original pool size was 128, the new pool size will be 128 * 1.75 = 224. + The maximum number of particles to emit. - + - What is the size of received messages pool (default 128 bytes). + If set to true, the particle system will automatically start playing on startup. - + - Defines size of sent message pool (default value 128). + When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible. - + - List of special connection configs. + Cause some particles to spin in the opposite direction. - + - Returns count of special connection added to topology. + Control how the particle system's Transform Component is applied to the particle system. - + - An interface for composition of data into multipart forms. + This selects the space in which to simulate particles. It can be either world or local space. - + - Returns the value to use in the Content-Type header for this form section. + Override the default playback speed of the Particle System. - - The value to use in the Content-Type header, or null. - - + - Returns a string denoting the desired filename of this section on the destination server. + The initial color of particles when emitted. - - The desired file name of this section, or null if this is not a file section. - - + - Returns the raw binary data contained in this section. Must not return null or a zero-length array. + Start delay in seconds. - - The raw binary data contained in this section. Must not be null or empty. - - + - Returns the name of this section, if any. + Start delay multiplier in seconds. - - The section's name, or null. - - + - Details about a UNET MatchMaker match. + The total lifetime in seconds that each new particle will have. - + - The binary access token this client uses to authenticate its session for future commands. + Start lifetime multiplier. - + - IP address of the host of the match,. + The initial rotation of particles when emitted. - + - The numeric domain for the match. + A flag to enable 3D particle rotation. - + - The unique ID of this match. + Start rotation multiplier. - + - NodeID for this member client in the match. + The initial rotation of particles around the X axis when emitted. - + - Port of the host of the match. + Start rotation multiplier around the X axis. - + - This flag indicates whether or not the match is using a Relay server. + The initial rotation of particles around the Y axis when emitted. - + - A class describing the match information as a snapshot at the time the request was processed on the MatchMaker. + Start rotation multiplier around the Y axis. - + - The average Elo score of the match. + The initial rotation of particles around the Z axis when emitted. - + - The current number of players in the match. + Start rotation multiplier around the Z axis. - + - The collection of direct connect info classes describing direct connection information supplied to the MatchMaker. + The initial size of particles when emitted. - + - The NodeID of the host for this match. + A flag to enable specifying particle size individually for each axis. - + - Describes if the match is private. Private matches are unlisted in ListMatch results. + Start size multiplier. - + - The collection of match attributes on this match. + The initial size of particles along the X axis when emitted. - + - The maximum number of players this match can grow to. + Start rotation multiplier along the X axis. - + - The text name for this match. + The initial size of particles along the Y axis when emitted. - + - The network ID for this match. + Start rotation multiplier along the Y axis. - + - A class describing one member of a match and what direct connect information other clients have supplied. + The initial size of particles along the Z axis when emitted. - + - The host priority for this direct connect info. Host priority describes the order in which this match member occurs in the list of clients attached to a match. + Start rotation multiplier along the Z axis. - + - NodeID of the match member this info refers to. + The initial speed of particles when emitted. - + - The private network address supplied for this direct connect info. + A multiplier of the initial speed of particles when emitted. - + - The public network address supplied for this direct connect info. + Script interface for a Min-Max Curve. - + - A component for communicating with the Unity Multiplayer Matchmaking service. + Set the constant value. - + - The base URI of the MatchMaker that this NetworkMatch will communicate with. + Set a constant for the upper bound. - + - A delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen). + Set a constant for the lower bound. - Indicates if the request succeeded. - A text description of the failure if success is false. - + - Use this function to create a new match. The client which calls this function becomes the host of the match. + Set the curve. - The text string describing the name for this match. - When creating a match, the matchmaker will use either this value, or the maximum size you have configured online at https:multiplayer.unity3d.com, whichever is lower. This way you can specify different match sizes for a particular game, but still maintain an overall size limit in the online control panel. - A bool indicating if this match should be available in NetworkMatch.ListMatches results. - A text string indicating if this match is password protected. If it is, all clients trying to join this match must supply the correct match password. - The optional public client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly over the internet. This value will only be present if a publicly available address is known, and direct connection is supported by the matchmaker. - The optional private client address. This value is stored on the matchmaker and given to clients listing matches. It is intended to be a network address for connecting to this client directly on a local area network. This value will only be present if direct connection is supported by the matchmaker. This may be an empty string and it will not affect the ability to interface with matchmaker or use relay server. - The Elo score for the client hosting the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback to be called when this function completes. This will be called regardless of whether the function succeeds or fails. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - - + - Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself. + Set a curve for the upper bound. - Indicates if the request succeeded. - If success is false, this will contain a text string indicating the reason. - The generic passed in containing data required by the callback. This typically contains data returned from a call to the service backend. - + - This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected. + Set a curve for the lower bound. - The NetworkID of the match to terminate. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback to be called when the request completes. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - - + - A function to allow an individual client to be dropped from a match. + Set a multiplier to be applied to the curves. - The NetworkID of the match the client to drop belongs to. - The NodeID of the client to drop inside the specified match. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback to invoke when the request completes. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - - + - The function used to tell MatchMaker the current client wishes to join a specific match. + Set the mode that the min-max curve will use to evaluate values. - The NetworkID of the match to join. This is found through calling NetworkMatch.ListMatches and picking a result from the returned list of matches. - The password of the match. Leave empty if there is no password for the match, and supply the text string password if the match was configured to have one of the NetworkMatch.CreateMatch request. - The optional public client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over the internet. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. - The optional private client address. This value will be stored on the matchmaker and given to other clients listing matches. You should send this value if you want your players to be able to connect directly with each other over a Local Area Network. Alternatively you can pass an empty string and it will not affect the ability to interface with matchmaker or use relay server. - The Elo score for the client joining the match being created. If this number is set on all clients to indicate relative skill level, this number is used to return matches ordered by those that are most suitable for play given a listing player's skill level. This may be 0 on all clients, which would disable any Elo calculations in the MatchMaker. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback to be invoked when this call completes. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - - + - The function to list ongoing matches in the MatchMaker. + A single constant value for the entire curve. - The current page to list in the return results. - The size of the page requested. This determines the maximum number of matches contained in the list of matches passed into the callback. - The text string name filter. This is a partial wildcard search against match names that are currently active, and can be thought of as matching equivalent to *<matchNameFilter>* where any result containing the entire string supplied here will be in the result set. - Boolean that indicates if the response should contain matches that are private (meaning matches that are password protected). - The Elo score target for the match list results to be grouped around. If used, this should be set to the Elo level of the client listing the matches so results will more closely match that player's skill level. If not used this can be set to 0 along with all other Elo refereces in funcitons like NetworkMatch.CreateMatch or NetworkMatch.JoinMatch. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback invoked when this call completes on the MatchMaker. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - + Constant value. - + - This function allows the caller to change attributes on a match in progress. + Use one curve when evaluating numbers along this Min-Max curve. - The NetworkID of the match to set attributes on. - A bool indicating whether the match should be listed in NetworkMatch.ListMatches results after this call is complete. - The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions. - The callback invoked after the call has completed, indicating if it was successful or not. - - This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend. - + A multiplier to be applied to the curve. + A single curve for evaluating against. + - + - This method is deprecated. Please instead log in through the editor services panel and setup the project under the Unity Multiplayer section. This will populate the required infomation from the cloud site automatically. + Randomly select values based on the interval between the minimum and maximum curves. - Deprecated, see description. + A multiplier to be applied to the curves. + The curve describing the minimum values to be evaluated. + The curve describing the maximum values to be evaluated. + - + - A helper object for form sections containing generic, non-file data. + Randomly select values based on the interval between the minimum and maximum constants. + The constant describing the minimum values to be evaluated. + The constant describing the maximum values to be evaluated. - + - Returns the value to use in this section's Content-Type header. + Manually query the curve to calculate values based on what mode it is in. + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). - The Content-Type header for this section, or null. + Calculated curve/constant value. - + - Returns a string denoting the desired filename of this section on the destination server. + Manually query the curve to calculate values based on what mode it is in. + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves. + Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). - The desired file name of this section, or null if this is not a file section. + Calculated curve/constant value. - + - Returns the raw binary data contained in this section. Will not return null or a zero-length array. + MinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized. +Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors. - - The raw binary data contained in this section. Will not be null or empty. - - + - Returns the name of this section, if any. + Set a constant color. - - The section's name, or null. - - + - Raw data section, unnamed and no Content-Type header. + Set a constant color for the upper bound. - Data payload of this section. - + - Raw data section with a section name, no Content-Type header. + Set a constant color for the lower bound. - Section name. - Data payload of this section. - + - A raw data section with a section name and a Content-Type header. + Set the gradient. - Section name. - Data payload of this section. - The value for this section's Content-Type header. - + - A named raw data section whose payload is derived from a string, with a Content-Type header. + Set a gradient for the upper bound. - Section name. - String data payload for this section. - The value for this section's Content-Type header. - An encoding to marshal data to or from raw bytes. - + - A named raw data section whose payload is derived from a UTF8 string, with a Content-Type header. + Set a gradient for the lower bound. - Section name. - String data payload for this section. - C. - + - A names raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + Set the mode that the min-max gradient will use to evaluate colors. - Section name. - String data payload for this section. - + - An anonymous raw data section whose payload is derived from a UTF8 string, with a default Content-Type. + A single constant color for the entire gradient. - String data payload for this section. + Constant color. - + - A helper object for adding file uploads to multipart forms via the [IMultipartFormSection] API. + Use one gradient when evaluating numbers along this Min-Max gradient. + A single gradient for evaluating against. - + - Returns the value of the section's Content-Type header. + Randomly select colors based on the interval between the minimum and maximum constants. - - The Content-Type header for this section, or null. - + The constant color describing the minimum colors to be evaluated. + The constant color describing the maximum colors to be evaluated. - + - Returns a string denoting the desired filename of this section on the destination server. + Randomly select colors based on the interval between the minimum and maximum gradients. - - The desired file name of this section, or null if this is not a file section. - + The gradient describing the minimum colors to be evaluated. + The gradient describing the maximum colors to be evaluated. - + - Returns the raw binary data contained in this section. Will not return null or a zero-length array. + Manually query the gradient to calculate colors based on what mode it is in. + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). - The raw binary data contained in this section. Will not be null or empty. + Calculated gradient/color value. - + - Returns the name of this section, if any. + Manually query the gradient to calculate colors based on what mode it is in. + Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients. + Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). - The section's name, or null. + Calculated gradient/color value. - + - Contains a named file section based on the raw bytes from data, with a custom Content-Type and file name. + Script interface for the Noise Module. + +The Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis. - Name of this form section. - Raw contents of the file to upload. - Name of the file uploaded by this form section. - The value for this section's Content-Type header. - + - Contains an anonymous file section based on the raw bytes from data, assigns a default Content-Type and file name. + Higher frequency noise will reduce the strength by a proportional amount, if enabled. - Raw contents of the file to upload. - + - Contains an anonymous file section based on the raw bytes from data with a specific file name. Assigns a default Content-Type. + Enable/disable the Noise module. - Raw contents of the file to upload. - Name of the file uploaded by this form section. - + - Contains a named file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + Low values create soft, smooth noise, and high values create rapidly changing noise. - Name of this form section. - Contents of the file to upload. - A string encoding. - Name of the file uploaded by this form section. - + - An anonymous file section with data drawn from data, as marshaled by dataEncoding. Assigns a specific file name from fileName and a default Content-Type. + Layers of noise that combine to produce final noise. - Contents of the file to upload. - A string encoding. - Name of the file uploaded by this form section. - + - An anonymous file section with data drawn from the UTF8 string data. Assigns a specific file name from fileName and a default Content-Type. + When combining each octave, scale the intensity by this amount. - Contents of the file to upload. - Name of the file uploaded by this form section. - + - Possible transport layer erors. + When combining each octave, zoom in by this amount. - + - Obsolete. + Generate 1D, 2D or 3D noise. - + - Two ends of connection have different agreement about channels, channels qos and network parameters. + Define how the noise values are remapped. - + - The address supplied to connect to was invalid or could not be resolved. + Enable remapping of the final noise values, allowing for noise values to be translated into different values. - + - Sending message too long to fit internal buffers, or user doesn't present buffer with length enouf to contain receiving message. + Remap multiplier. - + - No internal resources ro acomplish request. + Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option. - + - Everything good so far. + X axis remap multiplier. - + - Timeout happened. + Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option. - + - Different version of protocol on ends of connection. + Y axis remap multiplier. - + - Channel doesn't exist. + Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option. - + - Connection doesn't exist. + Z axis remap multiplier. - + - Host doesn't exist. + Scroll the noise map over the particle system. - + - Operation is not supported. + Scroll speed multiplier. - + - Type of events returned from Receive() function. + Control the noise separately for each axis. - + - Broadcast discovery event received. To obtain sender connection info and possible complimentary message from them, call GetBroadcastConnectionInfo() and GetBroadcastConnectionMessage() functions. + How strong the overall noise effect is. - + - New connection has been connected. + Strength multiplier. - + - New data come in. + Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option. - + - Connection has been disconnected. + X axis strength multiplier. - + - Nothing happened. + Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option. - + - Low level (transport layer) API. + Y axis strength multiplier. - + - Will create a host (open socket) with given topology and optionally port and IP. + Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option. - The host topology for this host. - Bind to specific port, if 0 is selected the port will chosen by OS. - Bind to specific IP address. - - Returns host ID just created. - - + - Create a host (open socket) and configure them to simulate internet latency (works on editor and development build only). + Z axis strength multiplier. - The host topology for this host. - Minimum simulated delay. - Maximum simulated delay. - Bind to specific port, if 0 is selected the port will chosen by OS. - Bind to specific IP address. - - Returns host ID just created. - - + - Created web socket host. -This function is supported only for Editor (Win, Linux, Mac) and StandalonePlayers (Win, Linux, Mac) -Topology is used to define how many client can connect, and how many messages should be preallocated in send and receive pool, all other parameters are ignored. + Script interface for a Particle. - Listening tcp port. - Topology. - - - Web socket host id. - - + - Try to establish connection to another peer. + The angular velocity of the particle. - Host socket id for this connection. - Ip4 address. - Port. - 0 in the case of a default connection. - Possible error, kOK if it is good. - - - ConnectionId on success (otherwise zero). - - + - Create dedicated connection to Relay server. + The 3D angular velocity of the particle. - Id of udp socket used to establish connection. - Ip4. - Port. - Guid of Relay network. - Guid of user. - Possible error (<a href="Networking.NetworkError.html>NetworkError</a>.Ok if success). - Slot id for this user. - + - Try to establish connection to other peer, where the peer is specified using a C# System.EndPoint. + The lifetime of the particle. - Host (actually socket) id for this connection. - Return kOk on success, otherwise a one-byte error code. - A valid System.EndPoint. - 0 in the case of a default connection. - - - ConnectionId on success (otherwise zero). - - + - Create connection to other peer in the Relay group. + The position of the particle. - Id of udp socket used to establish connection. - IP. - Port. - Id of exception, default in case 0. - Id of remote peer in Relay. - Guid of Relay network. - Guid of user who want to establish connect (serve as tmp password). - Possible error. - Slot id reserved for user. - Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. - Average bandwidth (bandwidth will be throttled on this level). - - ConnectionId on success (otherwise zero). - - + - Create connection to other peer in the Relay group. + The random seed of the particle. - Id of udp socket used to establish connection. - IP. - Port. - Id of exception, default in case 0. - Id of remote peer in Relay. - Guid of Relay network. - Guid of user who want to establish connect (serve as tmp password). - Possible error. - Slot id reserved for user. - Allowed peak bandwidth (peak bandwidth = factor*bytesPerSec, recommended value is 2.0) If data has not been sent for a long time, it is allowed to send more data, with factor 2 it is allowed send 2*bytesPerSec bytes per sec. - Average bandwidth (bandwidth will be throttled on this level). - - ConnectionId on success (otherwise zero). - - + - Connect with simulated latency. + The random value of the particle. - Host id. - Peer ip. - Peer port. - Special connection id or 0 for default. - Returned error. - Simulation configuration definec latency for this connection. - - ConnectionId on success (otherwise zero). - - + - Send disconnect signal to peer and close connection. user should call Receive() to be notified that connection is closed. This signal will send only once (best effort delivery) iif this packet will dropped by some reason, peer will close connection by timeout. + The remaining lifetime of the particle. - Id of udp socket used to establish connection. - Id of closing connection. - kOK if it was successful. - + - Applied only for client which has been already owner of the same group of Relay server. it will disconnect this owner from the group, group will be distracted or (if it supported) one of the member of this group should became new owner (owner migration). + The rotation of the particle. - Id of udp socket used to. - kOk in case success. - + - Function will finalize sending message to group of connection. (only one multicast message per time is allowed for host). + The 3D rotation of the particle. - Id of udp socket used to establish connection. - Possible error (kOK in case success). - + - The UNet spawning system uses assetIds to identify how spawn remote objects. This function allows you to get the assetId for the prefab associated with an object. + The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules. - Target game object to get asset Id for. - - The assetId of the game object's prefab. - - + - If Receive() function returns BroadcastEvent, immedeately this function will return connection info of broadcast sender. This info can be used for connection to broadcast sender. + The starting lifetime of the particle. - Id of broadcast receiver (returns with Receve() function). - Ip address of broadcast sender. - Port of broadcast sender. - Possible error. - + - If Receive() function returns BroadcastEvent, immedeately this function will return complimentary message of broadcast sender. + The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. - Id of broadcast receiver (returns with Receve() function). - Message buffer provided by caller. - Buffer size. - Received size (if received size > bufferSize, corresponding error will be set). - Possible error. - + + + The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + + + + + The velocity of the particle. + + + + + Calculate the current color of the particle by applying the relevant curves to its startColor property. + + The particle system from which this particle was emitted. + + Current color. + + + + + Calculate the current size of the particle by applying the relevant curves to its startSize property. + + The particle system from which this particle was emitted. + + Current size. + + + - Return connection parameters of connected connection, this parameters can be sent to other user which can establish direct connection to this peer. If peer connected via Relay, Relay related parameters will be not invalid. + Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property. - Id of udp socket used to. - Id of connection. - Ip4. - Port. - Relay network guid. - Possible error. - Destination slot id. + The particle system from which this particle was emitted. + + Current size. + - + - Return value of messages waiting for reading. + Pauses the system so no new particles are emitted and the existing particles are not updated. + Pause all child particle systems as well. - + - Return total message amount waiting for sending. + Starts the particle system. + Play all child particle systems as well. - + - Return round trip time for connection. + Script interface for the Rotation By Speed module. - Id of udp socket used to. - Id of connection. - Possible error. - + - Function returns time spent on network io operations in micro seconds. + Enable/disable the Rotation By Speed module. - - Time in micro seconds. - - + - Return total number of packets has been lost from start. + Apply the rotation curve between these minimum and maximum speeds. - Id of udp socket used to. - Id of connection. - Possible error. - + - Get UNET timestamp which can be added to message for further definitions of packet delaying. + Set the rotation by speed on each axis separately. - + - Return current receive rate in bytes per sec. + Rotation by speed curve for the X axis. - Id of udp socket used to. - Id of connection. - Possible error. - + - Reurn outgoing rate in bytes per second. + Speed multiplier along the X axis. - Id of udp socket used to. - Connection id. - Possible error. - + - Return time delay for timestamp received from message (previously created by GetNetworkTimestamp()). + Rotation by speed curve for the Y axis. - Id of udp socket used to. - Id of connection. - Timestamp delivered from peer. - Possible error. - + - Obsolete will be removed. Use GetNetworkLostPacketNum() instead. + Speed multiplier along the Y axis. - Id of udp socket used to. - Id of connection. - Possible error. - + - First function which should be called before any other NetworkTransport function. + Rotation by speed curve for the Z axis. - + - Check if broadcastdiscovery sender works. + Speed multiplier along the Z axis. - - True if it works. - - + - Obsolete, will be removed. + Script interface for the Rotation Over Lifetime module. - + - Deliver network events to user. + Enable/disable the Rotation Over Lifetime module. - id of udp socket where event happened. - Device connected to. - Channel id for data event. - Data received over the network. - Buffer size. - Actually received length. - Possible returned error. - - Type of event returned from Receive(). - - + - Similar to Receive() but will ask only provided host. It for example allows to mix server/client in the same game. + Set the rotation over lifetime on each axis separately. - Id of udp socket used to check for event. - Connection id for event. - Channel id for data event. - Prepared incoming buffer. - Prepared buffer size. - Actually received length. - Possible error. - + - Function delivered Relay group event for group owner. + Rotation over lifetime curve for the X axis. - Id of udp socket used to check for event. - Possible error. - + - Close opened socket, close all connection belonging this socket. + Rotation multiplier around the X axis. - If of opened udp socket. - + - Send data to peer. + Rotation over lifetime curve for the Y axis. - Id of udp socket using for send. - Id of connection. - If for channel. - Binary buffer containing data for sending. - Buffer size. - Possible error. - + - Function adds another connection to multy peer sends. + Rotation multiplier around the Y axis. - Id of udp socket used for sending. - Connection id. - Possible error. - + - Set credentials for received broadcast message. If one of credentials is wrong, received brodcast discovery message will drop. + Rotation over lifetime curve for the Z axis. - Id of the host whihc will receive broadcast discovery message. - Credential. - Credential. - Credential. - Possible error. - + - Used to inform the profiler of network packet statistics. + Rotation multiplier around the Z axis. - The Id of the message being reported. - Number of message being reported. - Number of bytes used by reported messages. - + - Shutdown the transport layer, after calling this function no any other function can be called. + Set a stream of custom per-particle data. + The array of per-particle data. + Which stream to assign the data to. - + - Function starts send broadcasting message in all local subnets. + Set the particles of this particle system. size is the number of particles that is set. - Host id which should be reported via broadcast (broadcast receivers will connect to this host). - Port using for broadcast message (usuall port of broadcast receivers). - Part of credentials, if key of receiver will not be equal to key of sender broadcast message will drop. - Part of credentials. - Part of credentials. - Complimentary message. This message will delivered to receiver with Broadcast event. - Size of message. - How often broadcast message shoule be sent (ms). - Error. - - Return true if broadcasting request has been submitted. - + + - + - Start process sending message per group of connected connection. + Script interface for the Shape module. - Id of udp socket used to establish connection. - First connection id from group connection. - Data buffer. - Data buffer length. - Possible error. - + - Stop sending broadcast discovery message. + Align particles based on their initial direction of travel. - + - Descibed allowed types of quality of service for channels. + Angle of the cone. - + - Reliable message will resend almost with each frame, without waiting delivery notification. usefull for important urgent short messages, like a shoot. + Circle arc angle. - + - Channel will be configured as relaiable, each message sent in this channel will be delivered or connection will be disconnected. + Scale of the box. - + - Same as reliable, but big messages are allowed (up to 32 fragment with fragmentsize each for message). + Enable/disable the Shape module. - + - The same as reliable, but with granting message order. + Length of the cone. - + - The same as StateUpdate, but reliable. + Mesh to emit particles from. - + - Unreliable, only last message in send buffer will be sent, only most recent message in reading buffer will be delivered. + Emit particles from a single material of a mesh. - + - Just sending message, no grants. + MeshRenderer to emit particles from. - + - The same as unreliable, but big message (up to 32 fragment per message) can be sent. + Apply a scaling factor to the mesh used for generating source positions. - + - The same as unrelaible but all unorder messages will be dropped. Example: VoIP. + Where on the mesh to emit particles from. - + - Define how unet will handle network io operation. + Move particles away from the surface of the source mesh. - + - Network thread will sleep up to threadawake timeout, after that it will try receive up to maxpoolsize amount of messages and then will try perform send operation for connection whihc ready to send. + Radius of the shape. - + - Network thread will sleep up to threadawake timeout, or up to receive event on socket will happened. Awaked thread will try to read up to maxpoolsize packets from socket and will try update connections ready to send (with fixing awaketimeout rate). + Randomizes the starting direction of particles. - + - The AppID identifies the application on the Unity Cloud or UNET servers. + Randomizes the starting direction of particles. - + - Invalid AppID. + Type of shape to emit particles from. - + - An Enum representing the priority of a client in a match, starting at 0 and increasing. + SkinnedMeshRenderer to emit particles from. - + - The Invalid case for a HostPriority. An Invalid host priority is not a valid host. + Spherizes the starting direction of particles. - + - Describes the access levels granted to this client. + Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist. - + - Administration access level, generally describing clearence to perform game altering actions against anyone inside a particular match. + Emit from a single material, or the whole mesh. - + - Invalid access level, signifying no access level has been granted/specified. + Fastforwards the particle system by simulating particles over given period of time, then pauses it. + Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value. + Fastforward all child particle systems as well. + Restart and start from the beginning. + Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. - + - Access level Owner, generally granting access for operations key to the peer host server performing it's work. + Script interface for the Size By Speed module. - + - User access level. This means you can do operations which affect yourself only, like disconnect yourself from the match. + Enable/disable the Size By Speed module. - + - Access token used to authenticate a client session for the purposes of allowing or disallowing match operations requested by that client. + Apply the size curve between these minimum and maximum speeds. - + - Binary field for the actual token. + Set the size by speed on each axis separately. - + - Accessor to get an encoded string from the m_array data. + Curve to control particle size based on speed. - + - Checks if the token is a valid set of data with respect to default values (returns true if the values are not default, does not validate the token is a current legitimate token with respect to the server's auth framework). + Size multiplier. - + - Network ID, used for match making. + Size by speed curve for the X axis. - + - Invalid NetworkID. + X axis size multiplier. - + - The NodeID is the ID used in Relay matches to track nodes in a network. + Size by speed curve for the Y axis. - + - The invalid case of a NodeID. + Y axis size multiplier. - + - Identifies a specific game instance. + Size by speed curve for the Z axis. - + - Invalid SourceID. + Z axis size multiplier. - + - The UnityWebRequest object is used to communicate with web servers. + Script interface for the Size Over Lifetime module. - + - Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method. + Enable/disable the Size Over Lifetime module. - + - If true, any DownloadHandler attached to this UnityWebRequest will have DownloadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + Set the size over lifetime on each axis separately. - + - If true, any UploadHandler attached to this UnityWebRequest will have UploadHandler.Dispose called automatically when UnityWebRequest.Dispose is called. + Curve to control particle size based on lifetime. - + - Returns the number of bytes of body data the system has downloaded from the remote server. (Read Only) + Size multiplier. - + - Holds a reference to a DownloadHandler object, which manages body data received from the remote server by this UnityWebRequest. + Size over lifetime curve for the X axis. - + - Returns a floating-point value between 0.0 and 1.0, indicating the progress of downloading body data from the server. (Read Only) + X axis size multiplier. - + - A human-readable string describing any system errors encountered by this UnityWebRequest object while handling HTTP requests or responses. (Read Only) + Size over lifetime curve for the Y axis. - + - Returns true after the UnityWebRequest has finished communicating with the remote server. (Read Only) + Y axis size multiplier. - + - Returns true after this UnityWebRequest encounters a system error. (Read Only) + Size over lifetime curve for the Z axis. - + - Returns true while a UnityWebRequest’s configuration properties can be altered. (Read Only) + Z axis size multiplier. - + - The string "CREATE", commonly used as the verb for an HTTP CREATE request. + Stops playing the particle system using the supplied stop behaviour. + Stop all child particle systems as well. + Stop emitting or stop emitting and clear the system. - + - The string "DELETE", commonly used as the verb for an HTTP DELETE request. + Stops playing the particle system using the supplied stop behaviour. + Stop all child particle systems as well. + Stop emitting or stop emitting and clear the system. - + - The string "GET", commonly used as the verb for an HTTP GET request. + Script interface for the Sub Emitters module. - + - The string "HEAD", commonly used as the verb for an HTTP HEAD request. + Sub particle system which spawns at the locations of the birth of the particles from the parent system. - + - The string "POST", commonly used as the verb for an HTTP POST request. + Sub particle system which spawns at the locations of the birth of the particles from the parent system. - + - The string "PUT", commonly used as the verb for an HTTP PUT request. + Sub particle system which spawns at the locations of the collision of the particles from the parent system. - + - Defines the HTTP verb used by this UnityWebRequest, such as GET or POST. + Sub particle system which spawns at the locations of the collision of the particles from the parent system. - + - Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. + Sub particle system which spawns at the locations of the death of the particles from the parent system. - + - The numeric HTTP response code returned by the server, such as 200, 404 or 500. (Read Only) + Sub particle system to spawn on death of the parent system's particles. - + - Returns the number of bytes of body data the system has uploaded to the remote server. (Read Only) + Enable/disable the Sub Emitters module. - + - Holds a reference to the UploadHandler object which manages body data to be uploaded to the remote server. + The total number of sub-emitters. - + - Returns a floating-point value between 0.0 and 1.0, indicating the progress of uploading body data to the server. + Add a new sub-emitter. + The sub-emitter to be added. + The event that creates new particles. + The properties of the new particles. - + - Defines the target URL for the UnityWebRequest to communicate with. + Get the properties of the sub-emitter at the given index. + The index of the desired sub-emitter. + + The properties of the requested sub-emitter. + - + - Determines whether this UnityWebRequest will include Expect: 100-Continue in its outgoing request headers. (Default: true). + Get the sub-emitter Particle System at the given index. + The index of the desired sub-emitter. + + The sub-emitter being requested. + - + - If in progress, halts the UnityWebRequest as soon as possible. + Get the type of the sub-emitter at the given index. + The index of the desired sub-emitter. + + The type of the requested sub-emitter. + - + - Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + Remove a sub-emitter from the given index in the array. - The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The index from which to remove a sub-emitter. - + - Creates a UnityWebRequest with the default options and no attached DownloadHandler or UploadHandler. Default method is GET. + Set the properties of the sub-emitter at the given index. - The target URL with which this UnityWebRequest will communicate. Also accessible via the url property. + The index of the sub-emitter being modified. + The new properties to assign to this sub-emitter. - + - Creates a UnityWebRequest configured for HTTP DELETE. + Set the Particle System to use as the sub-emitter at the given index. - The URI to which a DELETE request should be sent. - - A UnityWebRequest configured to send an HTTP DELETE request. - + The index of the sub-emitter being modified. + The Particle System being used as this sub-emitter. - + - Signals that this [UnityWebRequest] is no longer being used, and should clean up any resources it is using. + Set the type of the sub-emitter at the given index. + The index of the sub-emitter being modified. + The new spawning type to assign to this sub-emitter. - + - Generate a random 40-byte array for use as a multipart form boundary. + Script interface for the Texture Sheet Animation module. - - 40 random bytes, guaranteed to contain only printable ASCII values. - - + - Creates a UnityWebRequest configured for HTTP GET. + Specifies the animation type. - The URI of the resource to retrieve via HTTP GET. - - A UnityWebRequest object configured to retrieve data from uri. - - + - Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + Specifies how many times the animation will loop during the lifetime of the particle. - The URI of the asset bundle to download. - If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. - An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. - -Analogous to the version parameter for WWW.LoadFromCacheOrDownload. - A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. - - A UnityWebRequest configured to downloading a Unity Asset Bundle. - - + - Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + Enable/disable the Texture Sheet Animation module. - The URI of the asset bundle to download. - If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. - An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. - -Analogous to the version parameter for WWW.LoadFromCacheOrDownload. - A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. - - A UnityWebRequest configured to downloading a Unity Asset Bundle. - - + - Creates a UnityWebRequest optimized for downloading a Unity Asset Bundle via HTTP GET. + Flip the U coordinate on particles, causing them to appear mirrored horizontally. - The URI of the asset bundle to download. - If nonzero, this number will be compared to the checksum of the downloaded asset bundle data. If the CRCs do not match, an error will be logged and the asset bundle will not be loaded. If set to zero, CRC checking will be skipped. - An integer version number, which will be compared to the cached version of the asset bundle to download. Increment this number to force Unity to redownload a cached asset bundle. - -Analogous to the version parameter for WWW.LoadFromCacheOrDownload. - A version hash. If this hash does not match the hash for the cached version of this asset bundle, the asset bundle will be redownloaded. - - A UnityWebRequest configured to downloading a Unity Asset Bundle. - - + - Create a UnityWebRequest intended to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data. + Flip the V coordinate on particles, causing them to appear mirrored vertically. - The URI of the audio clip to download. - The type of audio encoding for the downloaded audio clip. See AudioType. - - A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip. - - + - Retrieves the value of a custom request header. + Curve to control which frame of the texture sheet animation to play. - Name of the custom request header. Case-insensitive. - - The value of the custom request header. If no custom header with a matching name has been set, returns an empty string. - - + - Retrieves the value of a response header from the latest HTTP response received. + Frame over time mutiplier. - The name of the HTTP header to retrieve. Case-insensitive. - - The value of the HTTP header from the latest HTTP response. If no header with a matching name has been received, or no responses have been received, returns null. - - + - Retrieves a dictionary containing all the response headers received by this UnityWebRequest in the latest HTTP response. + Defines the tiling of the texture in the X axis. - - A dictionary containing all the response headers received in the latest HTTP response. If no responses have been received, returns null. - - + - Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + Defines the tiling of the texture in the Y axis. - The URI of the image to download. - If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. - - A UnityWebRequest properly configured to download an image and convert it to a Texture. - - + - Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. + Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false. - The URI of the image to download. - If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. - - A UnityWebRequest properly configured to download an image and convert it to a Texture. - - + - Creates a UnityWebRequest configured to send a HTTP HEAD request. + Define a random starting frame for the texture sheet animation. - The URI to which to send a HTTP HEAD request. - - A UnityWebRequest configured to transmit a HTTP HEAD request. - - + - Create a UnityWebRequest configured to send form data to a server via HTTP POST. + Starting frame multiplier. - The target URI to which form data will be transmitted. - Form body data. Will be URLEncoded via WWWTranscoder.URLEncode prior to transmission. - - A UnityWebRequest configured to send form data to uri via POST. - - + - Create a UnityWebRequest configured to send form data to a server via HTTP POST. + Use a random row of the texture sheet for each particle emitted. - The target URI to which form data will be transmitted. - Form fields or files encapsulated in a WWWForm object, for formatting and transmission to the remote server. - - A UnityWebRequest configured to send form data to uri via POST. - - + - Create a UnityWebRequest configured to send form data to a server via HTTP POST. + Choose which UV channels will receive texture animation. - The target URI to which form data will be transmitted. - A list of form fields or files to be formatted and transmitted to the remote server. - A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. - - A UnityWebRequest configured to send form data to uri via POST. - - + - Create a UnityWebRequest configured to send form data to a server via HTTP POST. + Access the particle system trails module. - The target URI to which form data will be transmitted. - A list of form fields or files to be formatted and transmitted to the remote server. - A unique boundary string, which will be used when separating form fields in a multipart form. If not supplied, a boundary will be generated for you. - - A UnityWebRequest configured to send form data to uri via POST. - - + - Create a UnityWebRequest configured to send form data to a server via HTTP POST. + The gradient controlling the trail colors during the lifetime of the attached particle. - The target URI to which form data will be transmitted. - Strings indicating the keys and values of form fields. Will be automatically formatted into a URL-encoded form body. - - A UnityWebRequest configured to send form data to uri via POST. - - + - Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + The gradient controlling the trail colors over the length of the trail. - The URI to which the data will be sent. - The data to transmit to the remote server. - -If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. - - A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. - - + - Create a UnityWebRequest configured to upload raw data to a remote server via HTTP PUT. + If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime. - The URI to which the data will be sent. - The data to transmit to the remote server. - -If a string, the string will be converted to raw bytes via <a href="http:msdn.microsoft.comen-uslibrarysystem.text.encoding.utf8">System.Text.Encoding.UTF8<a>. - - A UnityWebRequest configured to transmit bodyData to uri via HTTP PUT. - - + - Begin communicating with the remote server. + Enable/disable the Trail module. - - An AsyncOperation indicating the progress/completion state of the UnityWebRequest. Yield this object to wait until the UnityWebRequest is done. - - + - Converts a List of IMultipartFormSection objects into a byte array containing raw multipart form data. + Toggle whether the trail will inherit the particle color as its starting color. - A List of IMultipartFormSection objects. - A unique boundary string to separate the form sections. - - A byte array of raw multipart form data. - - + - Serialize a dictionary of strings into a byte array containing URL-encoded UTF8 characters. + The curve describing the trail lifetime, throughout the lifetime of the particle. - A dictionary containing the form keys and values to serialize. - - A byte array containing the serialized form. The form's keys and values have been URL-encoded. - - + - Set a HTTP request header to a custom value. + Change the lifetime multiplier. - The key of the header to be set. Case-sensitive. - The header's intended value. - + - Helper object for UnityWebRequests. Manages the buffering and transmission of body data during HTTP requests. + Set the minimum distance each trail can travel before a new vertex is added to it. - + - Determines the default Content-Type header which will be transmitted with the outbound HTTP request. + Choose what proportion of particles will receive a trail. - + - The raw data which will be transmitted to the remote server as body data. (Read Only) + Set whether the particle size will act as a multiplier on top of the trail lifetime. - + - Returns the proportion of data uploaded to the remote server compared to the total amount of data to upload. (Read Only) + Set whether the particle size will act as a multiplier on top of the trail width. - + - Signals that this [UploadHandler] is no longer being used, and should clean up any resources it is using. + Choose whether the U coordinate of the trail texture is tiled or stretched. - + - A general-purpose UploadHandler subclass, using a native-code memory buffer. + The curve describing the width, of each trail point. - + - General constructor. Contents of the input argument are copied into a native buffer. + Change the width multiplier. - Raw data to transmit to the remote server. - + - Describes different levels of log information the network layer supports. + Drop new trail points in world space, regardless of Particle System Simulation Space. - + - Full debug level logging down to each individual message being reported. + Script interface for the Trigger module. - + - Report informational messages like connectivity events. + Enable/disable the Trigger module. - + - Only report errors, otherwise silent. + Choose what action to perform when particles enter the trigger volume. - + - This data structure contains information on a message just received from the network. + Choose what action to perform when particles leave the trigger volume. - + - The NetworkView who sent this message. + Choose what action to perform when particles are inside the trigger volume. - + - The player who sent this network message (owner). + The maximum number of collision shapes that can be attached to this particle system trigger. - + - The time stamp when the Message was sent in seconds. + Choose what action to perform when particles are outside the trigger volume. - + - Describes the status of the network interface peer type as returned by Network.peerType. + A multiplier applied to the size of each particle before overlaps are processed. - + - Running as client. + Get a collision shape associated with this particle system trigger. + Which collider to return. + + The collider at the given index. + - + - Attempting to connect to a server. + Set a collision shape associated with this particle system trigger. + Which collider to set. + The collider to associate with this trigger. - + - No client connection running. Server not initialized. + Script interface for the Velocity Over Lifetime module. - + - Running as server. + Enable/disable the Velocity Over Lifetime module. - + - The NetworkPlayer is a data structure with which you can locate another player over the network. + Specifies if the velocities are in local space (rotated with the transform) or world space. - + - Returns the external IP address of the network interface. + Curve to control particle speed based on lifetime, on the X axis. - + - Returns the external port of the network interface. + X axis speed multiplier. - + - The GUID for this player, used when connecting with NAT punchthrough. + Curve to control particle speed based on lifetime, on the Y axis. - + - The IP address of this player. + Y axis speed multiplier. - + - The port of this player. + Curve to control particle speed based on lifetime, on the Z axis. - + - Returns true if two NetworkPlayers are the same player. + Z axis speed multiplier. - - - + - Returns true if two NetworkPlayers are not the same player. + The animation type. - - - + - Returns the index number for this network player. + Animate a single row in the sheet from left to right. - + - Describes network reachability options. + Animate over the whole texture sheet from left to right, top to bottom. - + - Network is not reachable. + Whether to use 2D or 3D colliders for particle collisions. - + - Network is reachable via carrier data network. + Use 2D colliders to collide particles against. - + - Network is reachable via WiFi or cable. + Use 3D colliders to collide particles against. - + - Different types of synchronization for the NetworkView component. + Quality of world collisions. Medium and low quality are approximate and may leak particles. - + - No state data will be synchronized. + The most accurate world collisions. - + - All packets are sent reliable and ordered. + Fastest and most approximate world collisions. - + - Brute force unreliable state sending. + Approximate world collisions. - + - The network view is the binding material of multiplayer games. + The type of collisions to use for a given particle system. - + - The network group number of this network view. + Collide with a list of planes. - + - Is the network view controlled by this object? + Collide with the world geometry. - + - The component the network view is observing. + The particle curve mode (Shuriken). - + - The NetworkPlayer who owns this network view. + Use a single constant for the ParticleSystem.MinMaxCurve. - + - The type of NetworkStateSynchronization set for this network view. + Use a single curve for the ParticleSystem.MinMaxCurve. - + - The ViewID of this network view. + Use a random value between 2 constants for the ParticleSystem.MinMaxCurve. - + - Find a network view based on a NetworkViewID. + Use a random value between 2 curves for the ParticleSystem.MinMaxCurve. - - + - Call a RPC function on all connected peers. + Which stream of custom particle data to set. - - - - + - Call a RPC function on a specific player. + The first stream of custom per-particle data. - - - - + - Set the scope of the network view in relation to a specific network player. + The second stream of custom per-particle data. - - - + - The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. + The mode in which particles are emitted. - + - True if instantiated by me. + Emit when emitter moves. - + - The NetworkPlayer who owns the NetworkView. Could be the server. + Emit over time. - + - Represents an invalid network view ID. + The particle gradient mode (Shuriken). - + - Returns true if two NetworkViewIDs are identical. + Use a single color for the ParticleSystem.MinMaxGradient. - - - + - Returns true if two NetworkViewIDs are not identical. + Use a single color gradient for the ParticleSystem.MinMaxGradient. - - - + - Returns a formatted string with details on this NetworkViewID. + Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random. - + - NPOT Texture2D|textures support. + Use a random value between 2 colors for the ParticleSystem.MinMaxGradient. - + - Full NPOT support. + Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient. - + - NPOT textures are not supported. Will be upscaled/padded at loading time. + How to apply emitter velocity to particles. - + - Limited NPOT support: no mip-maps and clamp TextureWrapMode|wrap mode will be forced. + Each particle's velocity is set to the emitter's current velocity value, every frame. - + - Base class for all objects Unity can reference. + Each particle inherits the emitter's velocity on the frame when it was initially emitted. - + - Should the object be hidden, saved with the scene or modifiable by the user? + The mesh emission type. - + - The name of the object. + Emit from the edges of the mesh. - + - Removes a gameobject, component or asset. + Emit from the surface of the mesh. - The object to destroy. - The optional amount of time to delay before destroying the object. - + - Removes a gameobject, component or asset. + Emit from the vertices of the mesh. - The object to destroy. - The optional amount of time to delay before destroying the object. - + - Destroys the object obj immediately. + The quality of the generated noise. - Object to be destroyed. - Set to true to allow assets to be destoyed. - + - Destroys the object obj immediately. + High quality 3D noise. - Object to be destroyed. - Set to true to allow assets to be destoyed. - + - Makes the object target not be destroyed automatically when loading a new scene. + Low quality 1D noise. - - + - Returns the first active loaded object of Type type. + Medium quality 2D noise. - The type of object to find. - - An array of objects which matched the specified type, cast as Object. - - + - Returns a list of all active loaded objects of Type type. + What action to perform when the particle trigger module passes a test. - The type of object to find. - - The array of objects found matching the type specified. - - + - Returns a list of all active and inactive loaded objects of Type type. + Send the OnParticleTrigger command to the particle system's script. - The type of object to find. - - The array of objects found matching the type specified. - - + - Returns a list of all active and inactive loaded objects of Type type, including assets. + Do nothing. - The type of object or asset to find. - - The array of objects and assets found matching the type specified. - - + - Returns the instance id of the object. + Kill all particles that pass this test. - + - Does the object exist? + Renders particles on to the screen (Shuriken). - - + - Returns a copy of the object original. + Control the direction that particles face. - An existing object that you want to make a copy of. - Position for the new object (default Vector3.zero). - Orientation of the new object (default Quaternion.identity). - The transform the object will be parented to. - If when assigning the parent the original world position should be maintained. - - A clone of the original object. - - + - Returns a copy of the object original. + How much are the particles stretched depending on the Camera's speed. - An existing object that you want to make a copy of. - Position for the new object (default Vector3.zero). - Orientation of the new object (default Quaternion.identity). - The transform the object will be parented to. - If when assigning the parent the original world position should be maintained. - - A clone of the original object. - - + - Returns a copy of the object original. + How much are the particles stretched in their direction of motion. - An existing object that you want to make a copy of. - Position for the new object (default Vector3.zero). - Orientation of the new object (default Quaternion.identity). - The transform the object will be parented to. - If when assigning the parent the original world position should be maintained. - - A clone of the original object. - - + - Returns a copy of the object original. + Clamp the maximum particle size. - An existing object that you want to make a copy of. - Position for the new object (default Vector3.zero). - Orientation of the new object (default Quaternion.identity). - The transform the object will be parented to. - If when assigning the parent the original world position should be maintained. - - A clone of the original object. - - + - Returns a copy of the object original. + Mesh used as particle instead of billboarded texture. - An existing object that you want to make a copy of. - Position for the new object (default Vector3.zero). - Orientation of the new object (default Quaternion.identity). - The transform the object will be parented to. - If when assigning the parent the original world position should be maintained. - - A clone of the original object. - - + - You can also use Generics to instantiate objects. See the page for more details. + The number of meshes being used for particle rendering. - Object of type T that you want to make a clone of. - - Object of type T. - - + - Compares two object references to see if they refer to the same object. + Clamp the minimum particle size. - The first Object. - The Object to compare against the first. - + - Compares if two objects refer to a different object. + How much are billboard particle normals oriented towards the camera. - - - + - Returns the name of the game object. + Modify the pivot point used for rotating particles. - + - Level of obstacle avoidance. + How particles are drawn. - + - Good avoidance. High performance impact. + Biases particle system sorting amongst other transparencies. - + - Enable highest precision. Highest performance impact. + Sort particles within a system. - + - Enable simple avoidance. Low performance impact. + Set the material used by the Trail module for attaching trails to particles. - + - Medium avoidance. Medium performance impact. + How much are the particles stretched depending on "how fast they move". - + - Disable avoidance. + Query whether the particle system renderer uses a particular set of vertex streams. + Streams to query. + + Whether all the queried streams are enabled or not. + - + - OcclusionArea is an area in which occlusion culling is performed. + Disable a set of vertex shader streams on the particle system renderer. +The position stream is always enabled, and any attempts to remove it will be ignored. + Streams to disable. - + - Center of the occlusion area relative to the transform. + Enable a set of vertex shader streams on the particle system renderer. + Streams to enable. - + - Size that the occlusion area will have. + Query whether the particle system renderer uses a particular set of vertex streams. + Streams to query. + + Returns the subset of the queried streams that are actually enabled. + - + - The portal for dynamically changing occlusion at runtime. + Set the array of meshes used as particles. + This array will be populated with the list of meshes being used for particle rendering. + + The number of meshes actually written to the destination array. + - + - Gets / sets the portal's open state. + Set an array of meshes used as particles instead of a billboarded texture. + Array of meshes to be used. + Number of elements from the mesh array to be applied. - + - Link allowing movement outside the planar navigation mesh. + Set an array of meshes used as particles instead of a billboarded texture. + Array of meshes to be used. + Number of elements from the mesh array to be applied. - + - Is link active. + The rendering mode for particle systems (Shuriken). - + - NavMesh area index for this OffMeshLink component. + Render particles as billboards facing the active camera. (Default) - + - Automatically update endpoints. + Render particles as billboards always facing up along the y-Axis. - + - Can link be traversed in both directions. + Render particles as meshes. - + - Modify pathfinding cost for the link. + Do not render particles. - + - The transform representing link end position. + Stretch particles in the direction of motion. - + - NavMeshLayer for this OffMeshLink component. + Render particles as billboards always facing the player, but not pitching along the x-Axis. - + - Is link occupied. (Read Only) + How particles are aligned when rendered. - + - The transform representing link start position. + Particles face the eye position. - + - Explicitly update the link endpoints. + Particles align with their local transform. - + - State of OffMeshLink. + Particles face the camera plane. - + - Is link active (Read Only). + Particles align with the world. - + - Link end world position (Read Only). + Control how particle systems apply transform scale. - + - Link type specifier (Read Only). + Scale the particle system using the entire transform hierarchy. - + - The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). + Scale the particle system using only its own transform scale. (Ignores parent scale). - + - Link start world position (Read Only). + Only apply transform scale to the shape component, which cotnrols where particles are spawned, but does not affect their size or movement. - + - Is link valid (Read Only). + The emission shape (Shuriken). - + - Link type specifier. + Emit from the volume of a box. - + - Vertical drop. + Emit from the surface of a box. - + - Horizontal jump. + Emit from the edges of a box. - + - Manually specified type of link. + Emit from a circle. - + - (Legacy Particle system). + Emit from the edge of a circle. - + - The angular velocity of the particle. + Emit from the base surface of a cone. - + - The color of the particle. + Emit from the base surface of a cone. - + - The energy of the particle. + Emit from the volume of a cone. - + - The position of the particle. + Emit from the surface of a cone. - + - The rotation of the particle. + Emit from the volume of a half-sphere. - + - The size of the particle. + Emit from the surface of a half-sphere. - + - The starting energy of the particle. + Emit from a mesh. - + - The velocity of the particle. + Emit from a mesh renderer. - + - (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. + Emit from an edge. - + - Does the GameObject of this particle animator auto destructs? + Emit from a skinned mesh renderer. - + - Colors the particles will cycle through over their lifetime. + Emit from the volume of a sphere. - + - How much particles are slowed down every frame. + Emit from the surface of a sphere. - + - Do particles cycle their color over their lifetime? + The space to simulate particles in. - + - The force being applied to particles every frame. + Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace. - + - Local space axis the particles rotate around. + Simulate particles in local space. - + - A random force added to particles every frame. + Simulate particles in world space. - + - How the particle sizes grow over their lifetime. + The sorting mode for particle systems. - + - World space axis the particles rotate around. + Sort based on distance. - + - Information about a particle collision. + No sorting. - + - The Collider for the GameObject struck by the particles. + Sort the oldest particles to the front. - + - The Collider or Collider2D for the GameObject struck by the particles. + Sort the youngest particles to the front. - + - Intersection point of the collision in world coordinates. + The behavior to apply when calling ParticleSystem.Stop|Stop. - + - Geometry normal at the intersection point of the collision. + Stops particle system emitting any further particles. All existing particles will remain until they expire. - + - Incident velocity at the intersection point of the collision. + Stops particle system emitting and removes all existing emitted particles. - + - (Legacy Particles) Script interface for particle emitters. + The properties of sub-emitter particles. - + - The angular velocity of new particles in degrees per second. + When spawning new particles, multiply the start color by the color of the parent particles. - + - Should particles be automatically emitted each frame? + When spawning new particles, inherit all available properties from the parent particles. - + - The amount of the emitter's speed that the particles inherit. + When spawning new particles, do not inherit any properties from the parent particles. - + - Turns the ParticleEmitter on or off. + When spawning new particles, add the start rotation to the rotation of the parent particles. - + - The starting speed of particles along X, Y, and Z, measured in the object's orientation. + When spawning new particles, multiply the start size by the size of the parent particles. - + - The maximum number of particles that will be spawned every second. + The events that cause new particles to be spawned. - + - The maximum lifetime of each particle, measured in seconds. + Spawn new particles when particles from the parent system are born. - + - The maximum size each particle can be at the time when it is spawned. + Spawn new particles when particles from the parent system collide with something. - + - The minimum number of particles that will be spawned every second. + Spawn new particles when particles from the parent system die. - + - The minimum lifetime of each particle, measured in seconds. + Choose how textures are applied to Particle Trails. - + - The minimum size each particle can be at the time when it is spawned. + Map the texture once along the entire length of the trail. - + - The current number of particles (Read Only). + Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale. - + - Returns a copy of all particles and assigns an array of all particles to be the current particles. + The different types of particle triggers. - + - A random angular velocity modifier for new particles. + Trigger when particles enter the collision volume. - + - If enabled, the particles will be spawned with random rotations. + Trigger when particles leave the collision volume. - + - A random speed along X, Y, and Z that is added to the velocity. + Trigger when particles are inside the collision volume. - + - If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. + Trigger when particles are outside the collision volume. - + - The starting speed of particles in world space, along X, Y, and Z. + All possible particle system vertex shader inputs. - + - Removes all particles from the particle emitter. + A mask with all vertex streams enabled. - + - Emit a number of particles. + The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component. - + - Emit count particles immediately. + The color of each particle. - - + - Emit a single particle with given parameters. + The first stream of custom data, supplied from script. - The position of the particle. - The velocity of the particle. - The size of the particle. - The remaining lifetime of the particle. - The color of the particle. - + - + The second stream of custom data, supplied from script. - The initial rotation of the particle in degrees. - The angular velocity of the particle in degrees per second. - - - - - - + - Advance particle simulation by given time. + Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component. +To get the current particle age, simply multiply X by Y. - - + - Method extension for Physics in Particle System. + A mask with no vertex streams enabled. - + - Get the particle collision events for a GameObject. Returns the number of events written to the array. + The normal of each particle. - The GameObject for which to retrieve collision events. - Array to write collision events to. - - + - Safe array size for use with ParticleSystem.GetCollisionEvents. + The world space position of each particle. - - + - Safe array size for use with ParticleSystem.GetTriggerParticles. + 4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle. - Particle system. - Type of trigger to return size for. - - Number of particles with this trigger event type. - - + - Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array. + The rotation of each particle. - Particle system. - Type of trigger to return particles for. - The array of particles matching the trigger event type. - - Number of particles with this trigger event type. - - + - Write modified particles back to the particle system, during a call to OnParticleTrigger. + The size of each particle. - Particle system. - Type of trigger to set particles for. - Particle array. - Offset into the array, if you only want to write back a subset of the returned particles. - Number of particles to write, if you only want to write back a subset of the returned particles. - + - Write modified particles back to the particle system, during a call to OnParticleTrigger. + Tangent vectors for normal mapping. - Particle system. - Type of trigger to set particles for. - Particle array. - Offset into the array, if you only want to write back a subset of the returned particles. - Number of particles to write, if you only want to write back a subset of the returned particles. - + - (Legacy Particles) Renders particles on to the screen. + The texture coordinates of each particle. - + - How much are the particles strected depending on the Camera's speed. + With the Texture Sheet Animation module enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames. - + - How much are the particles stretched in their direction of motion. + The 3D velocity of each particle. - + - Clamp the maximum particle size. + Physics material describes how to handle colliding objects (friction, bounciness). - + - How particles are drawn. + Determines how the bounciness is combined. - + - Set uv animation cycles. + How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. - + - Set horizontal tiling count. + The friction used when already moving. This value has to be between 0 and 1. - + - Set vertical tiling count. + If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. - + - How much are the particles strectched depending on "how fast they move". + Determines how the friction is combined. - + - The rendering mode for legacy particles. + The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. - + - Render the particles as billboards facing the player. (Default) + The friction coefficient used when an object is lying on a surface. - + - Render the particles as billboards always facing up along the y-Axis. + If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. - + - Sort the particles back-to-front and render as billboards. + Creates a new material. - + - Stretch particles in the direction of motion. + Creates a new material named name. + - + - Render the particles as billboards always facing the player, but not pitching along the x-Axis. + Describes how physic materials of colliding objects are combined. - + - Script interface for particle systems (Shuriken). + Averages the friction/bounce of the two colliding materials. - + - Access the particle system collision module. + Uses the larger friction/bounce of the two colliding materials. - + - Access the particle system color by lifetime module. + Uses the smaller friction/bounce of the two colliding materials. - + - Access the particle system color over lifetime module. + Multiplies the friction/bounce of the two colliding materials. - + - The duration of the particle system in seconds (Read Only). + Global physics properties and helper methods. - + - Access the particle system emission module. + Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. - + - The rate of emission. + The default contact offset of the newly created colliders. - + - When set to false, the particle system will not emit particles. + The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. - + - Access the particle system external forces module. + The defaultSolverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. - + - Access the particle system force over lifetime module. + The gravity applied to all rigid bodies in the scene. - + - Scale being applied to the gravity defined by Physics.gravity. + The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. - + - Access the particle system velocity inheritance module. + The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. - + - Is the particle system paused right now ? + Whether physics queries should hit back-face triangles. - + - Is the particle system playing right now ? + Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. - + - Is the particle system stopped right now ? + The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. - + - Access the particle system limit velocity over lifetime module. + The mass-normalized energy threshold, below which objects start going to sleep. - + - Is the particle system looping? + The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. - + - The maximum number of particles to emit. + Layer mask constant to select all layers. - + - The current number of particles (Read Only). + Casts the box along a ray and returns detailed information on what was hit. + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + - + - The playback speed of the particle system. 1 is normal playback speed. + Casts the box along a ray and returns detailed information on what was hit. + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True, if any intersections were found. + - + - If set to true, the particle system will automatically start playing on startup. + Like Physics.BoxCast, but returns all hits. + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + All colliders that were hit. + - + - Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. + Cast the box along the direction, and store hits in the provided buffer. + Center of the box. + Half the size of the box in each dimension. + The direction in which to cast the box. + The buffer to store the results in. + Rotation of the box. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored to the results buffer. + - + - Access the particle system rotation by speed module. + Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the capsule sweep intersects any collider, otherwise false. + - + - Access the particle system rotation over lifetime module. + + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. - + - The scaling mode applied to particle sizes and positions. + Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + - + - Access the particle system shape module. + Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The direction into which to sweep the capsule. + The buffer to store the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the buffer. + - + - This selects the space in which to simulate particles. It can be either world or local space. + Check whether the given box overlaps with other colliders or not. + Center of the box. + Half the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True, if the box overlaps with any colliders. + - + - Access the particle system size by speed module. + Checks if any colliders overlap a capsule-shaped volume in world space. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. - + - Access the particle system size over lifetime module. + Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. - + - The initial color of particles when emitted. + Layer mask constant to select default raycast layers. - + - Start delay in seconds. + Are collisions between layer1 and layer2 being ignored? + + - + - The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system. + Makes the collision detection system ignore all collisions between collider1 and collider2. + + + - + - The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. + Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. + +Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + + + - + - The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves. + Layer mask constant to select ignore raycast layer. - + - The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. + Returns true if there is any collider intersecting the line between start and end. + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. - + - The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. + Returns true if there is any collider intersecting the line between start and end. + Start point. + End point. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - + - Access the particle system sub emitters module. + Find all colliders touching or inside of the given box. + Center of the box. + Half of the size of the box in each dimension. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + Colliders that overlap with the given box. + - + - Access the particle system texture sheet animation module. + Find all colliders touching or inside of the given box, and store them into the buffer. + Center of the box. + Half of the size of the box in each dimension. + The buffer to store the results in. + Rotation of the box. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored in results. + - + - Playback position in seconds. + Check the given capsule against the physics world and return all overlapping colliders. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + Colliders touching or inside the capsule. + - + - Access the particle system trigger module. + Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. + The center of the sphere at the start of the capsule. + The center of the sphere at the end of the capsule. + The radius of the capsule. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + The amount of entries written to the buffer. + - + - Access the particle system velocity over lifetime module. + Returns an array with all colliders touching or inside the sphere. + Center of the sphere. + Radius of the sphere. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. - + - Script interface for a Burst. + Computes and stores colliders touching or inside the sphere into the provided buffer. + Center of the sphere. + Radius of the sphere. + The buffer to store the results into. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of colliders stored into the results buffer. + - + - Maximum number of bursts to be emitted. + Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene. + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore Colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True if the ray intersects with a Collider, otherwise false. + - + - Minimum number of bursts to be emitted. + Casts a ray against all colliders in the scene and returns detailed information on what was hit. + The starting point of the ray in world coordinates. + The direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + - + - The time that each burst occurs. + Same as above using ray.origin and ray.direction instead of origin and direction. + The starting point and direction of the ray. + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + - + - Construct a new Burst with a time and count. + Same as above using ray.origin and ray.direction instead of origin and direction. - Time to emit the burst. - Minimum number of particles to emit. - Maximum number of particles to emit. - + The starting point and direction of the ray. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max distance the ray should check for collisions. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + True when the ray intersects any collider, otherwise false. + - + - Remove all particles in the particle system. + Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - Clear all child particle systems as well. + The starting point and direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. - + - Script interface for the Collision module. + See Also: Raycast. + The starting point of the ray in world coordinates. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. - + - How much force is applied to each particle after a collision. + Cast a ray through the scene and store the hits into the buffer. + The starting point and direction of the ray. + The buffer to store the hits into. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + - + - Control which layers this particle system collides with. + Cast a ray through the scene and store the hits into the buffer. + The starting point and direction of the ray. + The buffer to store the hits into. + The direction of the ray. + The max distance the rayhit is allowed to be from the start of the ray. + A that is used to selectively ignore colliders when casting a ray. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + - + - How much speed is lost from each particle after a collision. + Casts a sphere along a ray and returns detailed information on what was hit. + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction into which to sweep the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + - + - Enable/disable the Collision module. + Casts a sphere along a ray and returns detailed information on what was hit. + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. + + True when the sphere sweep intersects any collider, otherwise false. + - + - Allow particles to collide with dynamic colliders when using world collision mode. + + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The max length of the cast. + A that is used to selectively ignore colliders when casting a capsule. + Specifies whether this query should hit Triggers. - + - Allow particles to collide when inside colliders. + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + - + - How much a particle's lifetime is reduced after a collision. + Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. - + - The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority. + Cast sphere along the direction and store the results into buffer. + The center of the sphere at the start of the sweep. + The radius of the sphere. + The direction in which to sweep the sphere. + The buffer to save the hits into. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + - + - Kill particles whose speed goes above this threshold, after a collision. + Cast sphere along the direction and store the results into buffer. + The starting point and direction of the ray into which the sphere sweep is cast. + The radius of the sphere. + The buffer to save the results to. + The max length of the sweep. + A that is used to selectively ignore colliders when casting a sphere. + Specifies whether this query should hit Triggers. + + The amount of hits stored into the results buffer. + - + - The maximum number of planes it is possible to set as colliders. + Global settings and helpers for 2D physics. - + - Kill particles whose speed falls below this threshold, after a collision. + Should the collider gizmos always be shown even when they are not selected? - + - Choose between 2D and 3D world collisions. + A rigid-body cannot sleep if its angular velocity is above this tolerance. - + - Specifies the accuracy of particle collisions against colliders in the scene. + The scale factor that controls how fast overlaps are resolved. - + - A multiplier applied to the size of each particle before collisions are processed. + The scale factor that controls how fast TOI overlaps are resolved. - + - Send collision callback messages. + Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. - + - The type of particle collision to perform. + The color used by the gizmos to show all collider AABBs. - + - Size of voxels in the collision cache. + The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep). - + - Get a collision plane associated with this particle system. + The color used by the gizmos to show all awake colliders (collider is awake when the body is awake). - Specifies which plane to access. - - The plane. - - + - Set a collision plane to be used with this particle system. + The color used by the gizmos to show all collider contacts. - Specifies which plane to set. - The plane to set. - + - Script interface for the Color By Speed module. + The scale of the contact arrow used by the collider gizmos. - + - The curve controlling the particle colors. + Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not. - + - Enable/disable the Color By Speed module. + Acceleration due to gravity. - + - Apply the color gradient between these minimum and maximum speeds. + A rigid-body cannot sleep if its linear velocity is above this tolerance. - + - Script interface for the Color Over Lifetime module. + The maximum angular position correction used when solving constraints. This helps to prevent overshoot. - + - The curve controlling the particle colors. + The maximum linear position correction used when solving constraints. This helps to prevent overshoot. - + - Enable/disable the Color Over Lifetime module. + The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. - + - Script interface for the Emission module. + The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. - + - The current number of bursts. + The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision. - + - Enable/disable the Emission module. + The number of iterations of the physics solver when considering objects' positions. - + - The rate at which new particles are spawned. + Do raycasts detect Colliders configured as triggers? - + - The emission type. + Do ray/line casts that start inside a collider(s) detect those collider(s)? - + - Get the burst array. + Do raycasts detect Colliders configured as triggers? - Array of bursts to be filled in. - - The number of bursts in the array. - - + - Set the burst array. + Do ray/line casts that start inside a collider(s) detect those collider(s)? - Array of bursts. - Optional array size, if burst count is less than array size. - + - Set the burst array. + Should the collider gizmos show the AABBs for each collider? - Array of bursts. - Optional array size, if burst count is less than array size. - + - Emit count particles immediately. + Should the collider gizmos show current contacts for each collider? - Number of particles to emit. - + - Emit a number of particles from script. + Should the collider gizmos show the sleep-state for each collider? - Overidden particle properties. - Number of particles to emit. - + - + The time in seconds that a rigid-body must be still before it will go to sleep. - - - - - - + - + The number of iterations of the physics solver when considering objects' velocities. - - + - Script interface for particle emission parameters. + Any collisions with a relative linear velocity below this threshold will be treated as inelastic. - + - Override the angular velocity of emitted particles. + Layer mask constant that includes all layers. - + - Override the 3D angular velocity of emitted particles. + Casts a box against colliders in the scene, returning the first collider to contact with it. + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module. + Casts a box against colliders in the scene, returning all colliders that contact with it. + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Override the axis of rotation of emitted particles. + Casts a box into the scene, returning colliders that contact with it into the provided results array. + The point in 2D space where the shape originates. + The size of the shape. + The angle of the shape (in degrees). + Vector representing the direction of the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The number of results returned. + - + - Override the position of emitted particles. + Casts a capsule against colliders in the scene, returning the first collider to contact with it. + The point in 2D space where the shape originates. + The size of the shape. + The direction of the capsule. + The angle of the shape (in degrees). + Vector representing the direction to cast the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + - + - Override the random seed of emitted particles. + Casts a capsule against colliders in the scene, returning all colliders that contact with it. + The point in 2D space where the shape originates. + The size of the shape. + The direction of the capsule. + The angle of the shape (in degrees). + Vector representing the direction to cast the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + - + - Override the rotation of emitted particles. + Casts a capsule into the scene, returning colliders that contact with it into the provided results array. + The point in 2D space where the shape originates. + The size of the shape. + The direction of the capsule. + The angle of the shape (in degrees). + Vector representing the direction to cast the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + - + - Override the 3D rotation of emitted particles. + Casts a circle against colliders in the scene, returning the first collider to contact with it. + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Override the initial color of emitted particles. + Casts a circle against colliders in the scene, returning all colliders that contact with it. + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Override the lifetime of emitted particles. + Casts a circle into the scene, returning colliders that contact with it into the provided results array. + The point in 2D space where the shape originates. + The radius of the shape. + Vector representing the direction of the shape. + Array to receive results. + Maximum distance over which to cast the shape. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The number of results returned. + - + - Override the initial size of emitted particles. + Layer mask constant that includes all layers participating in raycasts by default. - + - Override the initial 3D size of emitted particles. + Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + The first collider to compare to collider2. + The second collider to compare to collider1. - + - Override the velocity of emitted particles. + Should collisions between the specified layers be ignored? + ID of first layer. + ID of second layer. - + - Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector. + Get the collision layer mask that indicates which layer(s) the specified layer can collide with. + The layer to retrieve the collision layer mask for. + + A mask where each bit indicates a layer and whether it can collide with layer or not. + - + - Revert the axis of rotation back to the value specified in the inspector. + Cast a 3D ray against the colliders in the scene returning the first collider along the ray. + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + - + - Revert the position back to the value specified in the inspector. + Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + + The cast results returned. + - + - Revert the random seed back to the value specified in the inspector. + Cast a 3D ray against the colliders in the scene returning the colliders along the ray. + The 3D ray defining origin and direction to test. + Maximum distance over which to cast the ray. + Filter to detect colliders only on certain layers. + Array to receive results. + + The number of results returned. + - + - Reverts rotation and rotation3D back to the values specified in the inspector. + Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. + The first collider to compare to collider2. + The second collider to compare to collider1. + Whether collisionstriggers between collider1 and collider2/ should be ignored or not. - + - Revert the initial color back to the value specified in the inspector. + Choose whether to detect or ignore collisions between a specified pair of layers. + ID of the first layer. + ID of the second layer. + Should collisions between these layers be ignored? - + - Revert the lifetime back to the value specified in the inspector. + Layer mask constant for the default layer that ignores raycasts. - + - Revert the initial size back to the value specified in the inspector. + Check whether collider1 is touching collider2 or not. + The collider to check if it is touching collider2. + The collider to check if it is touching collider1. + + Whether collider1 is touching collider2 or not. + - + - Revert the velocity back to the value specified in the inspector. + Checks whether the collider is touching any colliders on the specified layerMask or not. + The collider to check if it is touching colliders on the layerMask. + Any colliders on any of these layers count as touching. + + Whether the collider is touching any colliders on the specified layerMask or not. + - + - Script interface for the External Forces module. + Casts a line against colliders in the scene. + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Enable/disable the External Forces module. + Casts a line against colliders in the scene. + The start point of the line in world space. + The end point of the line in world space. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Multiplies the magnitude of applied external forces. + Casts a line against colliders in the scene. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The start point of the line in world space. + The end point of the line in world space. + Returned array of objects that intersect the line. + Filter to detect Colliders only on certain layers. + + The number of results returned. + - + - Script interface for the Force Over Lifetime module. + Check if a collider falls within a rectangular area. + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Enable/disable the Force Over Lifetime module. + Get a list of all colliders that fall within a rectangular area. + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame. + Get a list of all colliders that fall within a specified area. + One corner of the rectangle. + Diagonally opposite corner of the rectangle. + Array to receive results. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The number of results returned. + - + - Are the forces being applied in local or world space? + Check if a collider falls within a box area. + Center of the box. + Size of the box. + Angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + - + - The curve defining particle forces in the X axis. + Get a list of all colliders that fall within a box area. + Center of the box. + Size of the box. + Angle of the box. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + - + - The curve defining particle forces in the Y axis. + Get a list of all colliders that fall within a box area. + Center of the box. + Size of the box. + Angle of the box. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + - + - The curve defining particle forces in the Z axis. + Check if a collider falls within a capsule area. + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The cast results returned. + - + - Get the particles of this particle system. + Get a list of all colliders that fall within a capsule area. - Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array. + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. - The number of particles written to the input particle array (the number of particles currently alive). + The cast results returned. - + - The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted. + Get a list of all colliders that fall within a capsule area. + Center of the capsule. + Size of the capsule. + The direction of the capsule. + Angle of the capsule. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than this value. + Only include objects with a Z coordinate (depth) less than this value. + + The number of results returned. + - + - Curve to define how much emitter velocity is applied during the lifetime of a particle. + Check if a collider falls within a circular area. + Centre of the circle. + Radius of the circle. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. - + - Enable/disable the InheritVelocity module. + Get a list of all colliders that fall within a circular area. + Center of the circle. + Radius of the circle. + Filter to check objects only on specified layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. - + - How to apply emitter velocity to particles. + Get a list of all colliders that fall within a circular area. + Center of the circle. + Radius of the circle. + Array to receive results. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The number of results returned. + - + - Does the system have any live particles (or will produce more)? + Check if a collider overlaps a point in space. - Check all child particle systems as well. + A point in world space. + Filter to check objects only on specific layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. - True if the particle system is still "alive", false if the particle system is done emitting particles and all particles are dead. + The cast results returned. - + - Script interface for the Limit Velocity Over Lifetime module. + Get a list of all colliders that overlap a point in space. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Filter to check objects only on specific layers. + + The cast results returned. + - + - Controls how much the velocity that exceeds the velocity limit should be dampened. + Get a list of all colliders that overlap a point in space. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + A point in space. + Array to receive results. + Filter to check objects only on specific layers. + + The number of results returned. + - + - Enable/disable the Limit Force Over Lifetime module. + Casts a ray against colliders in the scene. + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Maximum velocity curve, when not using one curve per axis. + Casts a ray against colliders in the scene, returning all colliders that contact with it. + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Maximum distance over which to cast the ray. + Filter to detect Colliders only on certain layers. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + + The cast results returned. + - + - Maximum velocity curve for the X axis. + Casts a ray into the scene. + Only include objects with a Z coordinate (depth) greater than or equal to this value. + Only include objects with a Z coordinate (depth) less than or equal to this value. + The point in 2D space where the ray originates. + Vector representing the direction of the ray. + Array to receive results. + Maximum distance over which to cast the ray. + Filter to check objects only on specific layers. + + The number of results returned. + - + - Maximum velocity curve for the Y axis. + Set the collision layer mask that indicates which layer(s) the specified layer can collide with. + The layer to set the collision layer mask for. + A mask where each bit indicates a layer and whether it can collide with layer or not. - + - Maximum velocity curve for the Z axis. + Asset type that defines the surface properties of a Collider2D. - + - Set the velocity limit on each axis separately. + The degree of elasticity during collisions. - + - Specifies if the velocity limits are in local space (rotated with the transform) or world space. + Coefficient of friction. - + - Script interface for a Min-Max Curve. + A base type for 2D physics components that required a callback during FixedUpdate. - + - Set the constant value. + Ping any given IP address (given in dot notation). - + - Set a constant for the upper bound. + The IP target of the ping. - + - Set a constant for the lower bound. + Has the ping function completed? - + - Set the curve. + This property contains the ping time result after isDone returns true. - + - Set a curve for the upper bound. + Perform a ping to the supplied target IP address. + - + - Set a curve for the lower bound. + Representation of a plane in 3D space. - + - Set a multiplier to be applied to the curves. + Distance from the origin to the plane. - + - Set the mode that the min-max curve will use to evaluate values. + Normal vector of the plane. - + - A single constant value for the entire curve. + Creates a plane. - Constant value. + + - + - Use one curve when evaluating numbers along this Min-Max curve. + Creates a plane. - A multiplier to be applied to the curve. - A single curve for evaluating against. + + - + - Randomly select values based on the interval between the minimum and maximum curves. + Creates a plane. - A multiplier to be applied to the curves. - The curve describing the minimum values to be evaluated. - The curve describing the maximum values to be evaluated. + + + - + - Randomly select values based on the interval between the minimum and maximum constants. + Returns a signed distance from plane to point. - The constant describing the minimum values to be evaluated. - The constant describing the maximum values to be evaluated. + - + - Manually query the curve to calculate values based on what mode it is in. + Is a point on the positive side of the plane? - Percentage along the curve (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves). - Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). - - Calculated curve/constant value. - + - + - Manually query the curve to calculate values based on what mode it is in. + Intersects a ray with the plane. - Percentage along the curve (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves). - Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves). - - Calculated curve/constant value. - + + - + - Script interface for a Min-Max Gradient. + Are two points on the same side of the plane? + + - + - Set a constant color. + Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + First point in clockwise order. + Second point in clockwise order. + Third point in clockwise order. - + - Set a constant color for the upper bound. + Sets a plane using a point that lies within it along with a normal to orient it. + The plane's normal vector. + A point that lies on the plane. - + - Set a constant color for the lower bound. + Applies "platform" behaviour such as one-way collisions etc. - + - Set the gradient. + Whether to use one-way collision behaviour or not. - + - Set a gradient for the upper bound. + The rotational offset angle from the local 'up'. - + - Set a gradient for the lower bound. + The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". - + - Set the mode that the min-max gradient will use to evaluate colors. + The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. - + - A single constant color for the entire gradient. + Whether bounce should be used on the platform sides or not. - Constant color. - + - Use one gradient when evaluating numbers along this Min-Max gradient. + Whether friction should be used on the platform sides or not. - A single gradient for evaluating against. - + - Randomly select colors based on the interval between the minimum and maximum constants. + The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. - The constant color describing the minimum colors to be evaluated. - The constant color describing the maximum colors to be evaluated. - + - Randomly select colors based on the interval between the minimum and maximum gradients. + Should the one-way collision behaviour be used? - The gradient describing the minimum colors to be evaluated. - The gradient describing the maximum colors to be evaluated. - + - Manually query the gradient to calculate colors based on what mode it is in. + Ensures that all contacts controlled by the one-way behaviour act the same. - Percentage along the gradient (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients). - Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). - - Calculated gradient/color value. - - + - Manually query the gradient to calculate colors based on what mode it is in. + Should bounce be used on the platform sides? - Percentage along the gradient (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients). - Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients). - - Calculated gradient/color value. - - + - Script interface for a Particle. + Should friction be used on the platform sides? - + - The angular velocity of the particle. + Stores and accesses player preferences between game sessions. - + - The 3D angular velocity of the particle. + Removes all keys and values from the preferences. Use with caution. - + - The lifetime of the particle. + Removes key and its corresponding value from the preferences. + - + - The position of the particle. + Returns the value corresponding to key in the preference file if it exists. + + - + - The random seed of the particle. + Returns the value corresponding to key in the preference file if it exists. + + - + - The random value of the particle. + Returns the value corresponding to key in the preference file if it exists. + + - + - The rotation of the particle. + Returns the value corresponding to key in the preference file if it exists. + + - + - The 3D rotation of the particle. + Returns the value corresponding to key in the preference file if it exists. + + - + - The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules. + Returns the value corresponding to key in the preference file if it exists. + + - + - The starting lifetime of the particle. + Returns true if key exists in the preferences. + - + - The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + Writes all modified preferences to disk. - + - The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules. + Sets the value of the preference identified by key. + + - + - The velocity of the particle. + Sets the value of the preference identified by key. + + - + - Calculate the current color of the particle by applying the relevant curves to its startColor property. + Sets the value of the preference identified by key. - The particle system from which this particle was emitted. - - Current color. - + + - + - Calculate the current size of the particle by applying the relevant curves to its startSize property. + An exception thrown by the PlayerPrefs class in a web player build. - The particle system from which this particle was emitted. - - Current size. - - + - Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property. + Used by Animation.Play function. - The particle system from which this particle was emitted. - - Current size. - - + - Pauses playing the particle system. + Will stop all animations that were started with this component before playing. - Pause all child particle systems as well. - + - Plays the particle system. + Will stop all animations that were started in the same layer. This is the default when playing animations. - Play all child particle systems as well. - + - Script interface for the Rotation By Speed module. + Applies forces to attract/repulse against a point. - + - Enable/disable the Rotation By Speed module. + The angular drag to apply to rigid-bodies. - + - Apply the rotation curve between these minimum and maximum speeds. + The scale applied to the calculated distance between source and target. - + - Set the rotation by speed on each axis separately. + The linear drag to apply to rigid-bodies. - + - Rotation by speed curve for the X axis. + The magnitude of the force to be applied. - + - Rotation by speed curve for the Y axis. + The mode used to apply the effector force. - + - Rotation by speed curve for the Z axis. + The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. - + - Script interface for the Rotation Over Lifetime module. + The target for where the effector applies any force. - + - Enable/disable the Rotation Over Lifetime module. + The variation of the magnitude of the force to be applied. - + - Set the rotation over lifetime on each axis separately. + Collider for 2D physics representing an arbitrary polygon defined by its vertices. - + - Rotation over lifetime curve for the X axis. + The number of paths in the polygon. - + - Rotation over lifetime curve for the Y axis. + Corner points that define the collider's shape in local space. - + - Rotation over lifetime curve for the Z axis. + Creates as regular primitive polygon with the specified number of sides. + The number of sides in the polygon. This must be greater than two. + The X/Y scale of the polygon. These must be greater than zero. + The X/Y offset of the polygon. - + - Set the particles of this particle system. size is the number of particles that is set. + Get a path from the polygon by its index. - - + The index of the path to retrieve. - + - Script interface for the Shape module. + Return the total number of points in the polygon in all paths. - + - Angle of the cone. + Define a path by its constituent points. + Index of the path to set. + Points that define the path. - + - Circle arc angle. + Prefer ScriptableObject derived type to use binary serialization regardless of project's asset serialization mode. - + - Scale of the box. + The various primitives that can be created using the GameObject.CreatePrimitive function. - + - Enable/disable the Shape module. + A capsule primitive. - + - Length of the cone. + A cube primitive. - + - Mesh to emit particles from. + A cylinder primitive. - + - Emit particles from a single material of a mesh. + A plane primitive. - + - MeshRenderer to emit particles from. + A Quad primitive. - + - Where on the mesh to emit particles from. + A sphere primitive. - + - Move particles away from the surface of the source mesh. + Substance memory budget. - + - Radius of the shape. + A limit of 512MB for the cache or the working memory. - + - Randomizes the starting direction of particles. + A limit of 256MB for the cache or the working memory. - + - Type of shape to emit particles from. + No limit for the cache or the working memory. - + - SkinnedMeshRenderer to emit particles from. + A limit of 1B (one byte) for the cache or the working memory. - + - Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist. + A limit of 128MB for the cache or the working memory. - + - Emit from a single material, or the whole mesh. + ProceduralMaterial loading behavior. - + - Fastforwards the particle system by simulating particles over given period of time, then pauses it. + Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform). - Time to fastforward the particle system. - Fastforward all child particle systems as well. - Restart and start from the beginning. - Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options. - + - Script interface for the Size By Speed module. + Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on. - + - Enable/disable the Size By Speed module. + Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups. - + - Apply the size curve between these minimum and maximum speeds. + Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. - + - Set the size by speed on each axis separately. + Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. - + - Curve to control particle size based on speed. + Generate the textures when loading to favor application's size (default on supported platform). - + - Size by speed curve for the X axis. + Class for ProceduralMaterial handling. - + - Size by speed curve for the Y axis. + Set or get the update rate in millisecond of the animated substance. - + - Size by speed curve for the Z axis. + Set or get the Procedural cache budget. - + - Script interface for the Size Over Lifetime module. + Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). - + - Enable/disable the Size Over Lifetime module. + Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial. - + - Set the size over lifetime on each axis separately. + Should the ProceduralMaterial be generated at load time? - + - Curve to control particle size based on lifetime. + Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. - + - Size over lifetime curve for the X axis. + Set or get the "Readable" flag for a ProceduralMaterial. - + - Size over lifetime curve for the Y axis. + Check if ProceduralMaterials are supported on the current platform. - + - Size over lifetime curve for the Z axis. + Get ProceduralMaterial loading behavior. - + - Stops playing the particle system. + Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). - Stop all child particle systems as well. - + - Script interface for the Sub Emitters module. + Used to specify the Substance engine CPU usage. - + - Sub particle system to spawn on birth of the parent system's particles. + Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. + + - + - Sub particle system to spawn on birth of the parent system's particles. + Clear the Procedural cache. - + - Sub particle system to spawn on collision of the parent system's particles. + Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint. - + - Sub particle system to spawn on collision of the parent system's particles. + This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. + The name of the ProceduralTexture to get. - + - Sub particle system to spawn on death of the parent system's particles. + Get generated textures. - + - Sub particle system to spawn on death of the parent system's particles. + Get a named Procedural boolean property. + - + - Enable/disable the Sub Emitters module. + Get a named Procedural color property. + - + - Script interface for the Texture Sheet Animation module. + Get a named Procedural enum property. + - + - Specifies the animation type. + Get a named Procedural float property. + - + - Specifies how many times the animation will loop during the lifetime of the particle. + Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. - + - Enable/disable the Texture Sheet Animation module. + Get a named Procedural texture property. + - + - Curve to control which frame of the texture sheet animation to play. + Get a named Procedural vector property. + - + - Defines the tiling of the texture in the X axis. + Checks if the ProceduralMaterial has a ProceduralProperty of a given name. + - + - Defines the tiling of the texture in the Y axis. + Checks if a named ProceduralProperty is cached for efficient runtime tweaking. + - + - Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false. + Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression. + The name of the ProceduralProperty whose visibility is evaluated. - + - Define a random starting frame for the texture sheet animation. + Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. - + - Use a random row of the texture sheet for each particle emitted. + Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. - + - Choose which UV channels will receive texture animation. + Set a named Procedural boolean property. + + - + - Script interface for the Trigger module. + Set a named Procedural color property. + + - + - Enable/disable the Trigger module. + Set a named Procedural enum property. + + - + - Choose what action to perform when particles enter the trigger volume. + Set a named Procedural float property. + + - + - Choose what action to perform when particles leave the trigger volume. + Set a named Procedural texture property. + + - + - Choose what action to perform when particles are inside the trigger volume. + Set a named Procedural vector property. + + - + - The maximum number of collision shapes that can be attached to this particle system trigger. + Discard all the queued ProceduralMaterial rendering operations that have not started yet. - + - Choose what action to perform when particles are outside the trigger volume. + The type of generated image in a ProceduralMaterial. - + - A multiplier applied to the size of each particle before overlaps are processed. + Ambient occlusion map. - + - Get a collision shape associated with this particle system trigger. + Detail mask map. - Which collider to return. - - The collider at the given index. - - + - Set a collision shape associated with this particle system trigger. + Diffuse map. - Which collider to set. - The collider to associate with this trigger. - + - Script interface for the Velocity Over Lifetime module. + Emissive map. - + - Enable/disable the Velocity Over Lifetime module. + Height map. - + - Specifies if the velocities are in local space (rotated with the transform) or world space. + Metalness map. - + - Curve to control particle speed based on lifetime, on the X axis. + Normal (Bump) map. - + - Curve to control particle speed based on lifetime, on the Y axis. + Opacity (Tranparency) map. - + - Curve to control particle speed based on lifetime, on the Z axis. + Roughness map. - + - The animation type. + Smoothness map (formerly referred to as Glossiness). - + - Animate a single row in the sheet from left to right. + Specular map. - + - Animate over the whole texture sheet from left to right, top to bottom. + Undefined type. - + - Whether to use 2D or 3D colliders for particle collisions. + The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). - + - Use 2D colliders to collide particles against. + All physical processor cores are used for ProceduralMaterial generation. - + - Use 3D colliders to collide particles against. + Half of all physical processor cores are used for ProceduralMaterial generation. - + - Quality of world collisions. Medium and low quality are approximate and may leak particles. + A single physical processor core is used for ProceduralMaterial generation. - + - The most accurate world collisions. + Exact control of processor usage is not available. - + - Fastest and most approximate world collisions. + Describes a ProceduralProperty. - + - Approximate world collisions. + The names of the individual components of a Vector234 ProceduralProperty. - + - The type of collisions to use for a given particle system. + The available options for a ProceduralProperty of type Enum. - + - Collide with a list of planes. + The name of the GUI group. Used to display ProceduralProperties in groups. - + - Collide with the world geometry. + If true, the Float or Vector property is constrained to values within a specified range. - + - The particle curve mode (Shuriken). + The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. - + - Use a single constant for the ParticleSystem.MinMaxCurve. + If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. - + - Use a single curve for the ParticleSystem.MinMaxCurve. + If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. - + - Use a random value between 2 constants for the ParticleSystem.MinMaxCurve. + The name of the ProceduralProperty. Used to get and set the values. - + - Use a random value between 2 curves for the ParticleSystem.MinMaxCurve. + Specifies the step size of this Float or Vector property. Zero is no step. - + - The mode in which particles are emitted. + The ProceduralPropertyType describes what type of property this is. - + - Emit when emitter moves. + The type of a ProceduralProperty. - + - Emit over time. + Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean. - + - The particle gradient mode (Shuriken). + Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor. - + - Use a single color for the ParticleSystem.MinMaxGradient. + Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor. - + - Use a single color gradient for the ParticleSystem.MinMaxGradient. + Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum. - + - Use a random value between 2 colors for the ParticleSystem.MinMaxGradient. + Procedural float property. Use with ProceduralMaterial.GetProceduralFloat. - + - Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient. + Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture. - + - How to apply emitter velocity to particles. + Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector. - + - Each particle's velocity is set to the emitter's current velocity value, every frame. + Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector. - + - Each particle inherits the emitter's velocity on the frame when it was initially emitted. + Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector. - + - The mesh emission type. + Class for ProceduralTexture handling. - + - Emit from the edges of the mesh. + The format of the pixel data in the texture (Read Only). - + - Emit from the surface of the mesh. + Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. - + - Emit from the vertices of the mesh. + Grab pixel values from a ProceduralTexture. + + X-coord of the top-left corner of the rectangle to grab. + Y-coord of the top-left corner of the rectangle to grab. + Width of rectangle to grab. + Height of the rectangle to grab. +Get the pixel values from a rectangular area of a ProceduralTexture into an array. +The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one. - + - What action to perform when the particle trigger module passes a test. + The output type of this ProceduralTexture. - + - Send the OnParticleTrigger command to the particle system's script. + Controls the from script. - + - Do nothing. + Sets profiler output file in built players. - + - Kill all particles that pass this test. + Enables the Profiler. - + - Renders particles on to the screen (Shuriken). + Sets profiler output file in built players. - + - Control the direction that particles face. + Resize the profiler sample buffers to allow the desired amount of samples per thread. - + - How much are the particles stretched depending on the Camera's speed. + Heap size used by the program. + + Size of the used heap in bytes, (or 0 if the profiler is disabled). + - + - How much are the particles stretched in their direction of motion. + Displays the recorded profiledata in the profiler. + - + - Clamp the maximum particle size. + Begin profiling a piece of code with a custom label. + + - + - Mesh used as particle instead of billboarded texture. + Begin profiling a piece of code with a custom label. + + - + - The number of meshes being used for particle rendering. + End profiling a piece of code with a custom label. - + - Clamp the minimum particle size. + Returns the size of the mono heap. - + - How much are billboard particle normals oriented towards the camera. + Returns the used size from mono. - + - Modify the pivot point used for rotating particles. + Returns the runtime memory usage of the resource. + - + - How particles are drawn. + Returns the size of the temp allocator. + + Size in bytes. + - + - Biases particle system sorting amongst other transparencies. + Returns the amount of allocated and used system memory. - + - Sort particles within a system. + Returns the amount of reserved system memory. - + - How much are the particles stretched depending on "how fast they move". + Returns the amount of reserved but not used system memory. - + - Set the array of meshes used as particles. + Sets the size of the temp allocator. - This array will be populated with the list of meshes being used for particle rendering. + Size in bytes. - The number of meshes actually written to the destination array. + Returns true if requested size was successfully set. Will return false if value is disallowed (too small). - + - Set an array of meshes used as particles instead of a billboarded texture. + A script interface for a. - Array of meshes to be used. - Number of elements from the mesh array to be applied. - + - Set an array of meshes used as particles instead of a billboarded texture. + The aspect ratio of the projection. - Array of meshes to be used. - Number of elements from the mesh array to be applied. - + - The rendering mode for particle systems (Shuriken). + The far clipping plane distance. - + - Render particles as billboards facing the active camera. (Default) + The field of view of the projection in degrees. - + - Render particles as billboards always facing up along the y-Axis. + Which object layers are ignored by the projector. - + - Render particles as meshes. + The material that will be projected onto every object. - + - Stretch particles in the direction of motion. + The near clipping plane distance. - + - Render particles as billboards always facing the player, but not pitching along the x-Axis. + Is the projection orthographic (true) or perspective (false)? - + - How particles are aligned when rendered. + Projection's half-size when in orthographic mode. - + - Particles align with their local transform. + Base class to derive custom property attributes from. Use this to create custom attributes for script variables. - + - Particles face the camera. + Optional field to specify the order that multiple DecorationDrawers should be drawn in. - + - Particles align with the world. + Script interface for. - + - Control how particle systems apply transform scale. + Active color space (Read Only). - + - Scale the particle system using the entire transform hierarchy. + Global anisotropic filtering mode. - + - Scale the particle system using only its own transform scale. (Ignores parent scale). + Set The AA Filtering option. - + - Only apply transform scale to the shape component, which cotnrols where particles are spawned, but does not affect their size or movement. + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost. - + - The emission shape (Shuriken). + Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. + +Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per +frame. Minimum value is 1 and maximum is 33. - + - Emit from the volume of a box. + If enabled, billboards will face towards camera position rather than camera orientation. - + - Emit from a circle. + Blend weights. - + - Emit from the edge of a circle. + Desired color space (Read Only). - + - Emit from the base surface of a cone. + Global multiplier for the LOD's switching distance. - + - Emit from the base surface of a cone. + A texture size limit applied to all textures. - + - Emit from the volume of a cone. + A maximum LOD level. All LOD groups. - + - Emit from the surface of a cone. + Maximum number of frames queued up by graphics driver. - + - Emit from the volume of a half-sphere. + The indexed list of available Quality Settings. - + - Emit from the surface of a half-sphere. + Budget for how many ray casts can be performed per frame for approximate collision testing. - + - Emit from a mesh. + The maximum number of pixel lights that should affect any object. - + - Emit from a mesh renderer. + Enables realtime reflection probes. - + - Emit from an edge. + The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. - + - Emit from a skinned mesh renderer. + The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. - + - Emit from the volume of a sphere. + Number of cascades to use for directional light shadows. - + - Emit from the surface of a sphere. + Shadow drawing distance. - + - The space to simulate particles in. + Offset shadow frustum near plane. - + - Simulate particles in local space. + Directional light shadow projection. - + - Simulate particles in world space. + The default resolution of the shadow maps. - + - The sorting mode for particle systems. + Realtime Shadows type to be used. - + - Sort based on distance. + Should soft blending be used for particles? - + - No sorting. + Use a two-pass shader for the vegetation in the terrain engine. - + - Sort the oldest particles to the front. + The VSync Count. - + - Sort the youngest particles to the front. + Decrease the current quality level. + Should expensive changes be applied (Anti-aliasing etc). - + - The different types of particle triggers. + Returns the current graphics quality level. - + - Trigger when particles enter the collision volume. + Increase the current quality level. + Should expensive changes be applied (Anti-aliasing etc). - + - Trigger when particles leave the collision volume. + Sets a new graphics quality level. + Quality index to set. + Should expensive changes be applied (Anti-aliasing etc). - + - Trigger when particles are inside the collision volume. + Quaternions are used to represent rotations. - + - Trigger when particles are outside the collision volume. + Returns the euler angle representation of the rotation. - + - Physics material describes how to handle colliding objects (friction, bounciness). + The identity rotation (Read Only). - + - Determines how the bounciness is combined. + W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - + - How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. + X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - + - The friction used when already moving. This value has to be between 0 and 1. + Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - + - If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. + Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - + - Determines how the friction is combined. + Returns the angle in degrees between two rotations a and b. + + - + - The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. + Creates a rotation which rotates angle degrees around axis. + + - + - The friction coefficient used when an object is lying on a surface. + Constructs new Quaternion with given x,y,z,w components. + + + + - + - If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. + The dot product between two rotations. + + - + - Creates a new material. + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + + + - + - Creates a new material named name. + Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). - + - + - Describes how physic materials of colliding objects are combined. + Creates a rotation which rotates from fromDirection to toDirection. + + - + - Averages the friction/bounce of the two colliding materials. + Returns the Inverse of rotation. + - + - Uses the larger friction/bounce of the two colliding materials. + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + + + - + - Uses the smaller friction/bounce of the two colliding materials. + Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + + + - + - Multiplies the friction/bounce of the two colliding materials. + Creates a rotation with the specified forward and upwards directions. + The direction to look in. + The vector that defines in which direction up is. - + - Global physics properties and helper methods. + Creates a rotation with the specified forward and upwards directions. + The direction to look in. + The vector that defines in which direction up is. - + - Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. + Are two quaternions equal to each other? + + - + - The default contact offset of the newly created colliders. + Combines rotations lhs and rhs. + Left-hand side quaternion. + Right-hand side quaternion. - + - The defaultSolverIterations determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive. + Rotates the point point with rotation. + + - + - The defaultSolverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. (default 1). Must be positive. + Are two quaternions different from each other? + + - + - The gravity applied to all rigid bodies in the scene. + Rotates a rotation from towards to. + + + - + - The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. + Set x, y, z and w components of an existing Quaternion. + + + + - + - The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. + Creates a rotation which rotates from fromDirection to toDirection. + + - + - Specifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default. + Creates a rotation with the specified forward and upwards directions. + The direction to look in. + The vector that defines in which direction up is. - + - The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. + Creates a rotation with the specified forward and upwards directions. + The direction to look in. + The vector that defines in which direction up is. - + - The mass-normalized energy threshold, below which objects start going to sleep. + Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. + + + - + - The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. + Spherically interpolates between a and b by t. The parameter t is not clamped. + + + - + - Layer mask constant to select all layers. + Access the x, y, z, w components using [0], [1], [2], [3] respectively. - + - Casts the box along a ray and returns detailed information on what was hit. + Converts a rotation to angle-axis representation (angles in degrees). - Center of the box. - Half the size of the box in each dimension. - The direction in which to cast the box. - Rotation of the box. - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - True, if any intersections were found. - + + - + - Casts the box along a ray and returns detailed information on what was hit. + Returns a nicely formatted string of the Quaternion. - Center of the box. - Half the size of the box in each dimension. - The direction in which to cast the box. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - Rotation of the box. - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - True, if any intersections were found. - + - - - Like Physics.BoxCast, but returns all hits. - - Center of the box. - Half the size of the box in each dimension. - The direction in which to cast the box. - Rotation of the box. - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - All colliders that were hit. - + + + Returns a nicely formatted string of the Quaternion. + + - + - Cast the box along the direction, and store hits in the provided buffer. + Overrides the global Physics.queriesHitTriggers. - Center of the box. - Half the size of the box in each dimension. - The direction in which to cast the box. - The buffer to store the results in. - Rotation of the box. - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - The amount of hits stored to the results buffer. - - + - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. + Queries always report Trigger hits. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - The direction into which to sweep the capsule. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - True when the capsule sweep intersects any collider, otherwise false. - - + - + Queries never report Trigger hits. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - The direction into which to sweep the capsule. - The max length of the sweep. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - + - Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. + Queries use the global Physics.queriesHitTriggers setting. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - The direction into which to sweep the capsule. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - An array of all colliders hit in the sweep. - - + - Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer. + Used by Animation.Play function. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - The direction into which to sweep the capsule. - The buffer to store the hits into. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - The amount of hits stored into the buffer. - - + - Check whether the given box overlaps with other colliders or not. + Will start playing after all other animations have stopped playing. - Center of the box. - Half the size of the box in each dimension. - Rotation of the box. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - True, if the box overlaps with any colliders. - - + - Checks if any colliders overlap a capsule-shaped volume in world space. + Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - + - Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. + Class for generating random data. - Center of the sphere. - Radius of the sphere. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - + - Layer mask constant to select default raycast layers. + Returns a random point inside a circle with radius 1 (Read Only). - + - Are collisions between layer1 and layer2 being ignored? + Returns a random point inside a sphere with radius 1 (Read Only). - - - + - Makes the collision detection system ignore all collisions between collider1 and collider2. + Returns a random point on the surface of a sphere with radius 1 (Read Only). - - - - + - Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2. - -Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this. + Returns a random rotation (Read Only). - - - - + - Layer mask constant to select ignore raycast layer. + Returns a random rotation with uniform distribution (Read Only). - + - Returns true if there is any collider intersecting the line between start and end. + Gets/Sets the full internal state of the random number generator. - Start point. - End point. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - + - Returns true if there is any collider intersecting the line between start and end. + Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). - Start point. - End point. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - + - Find all colliders touching or inside of the given box. + Generates a random color from HSV and alpha ranges. - Center of the box. - Half of the size of the box in each dimension. - Rotation of the box. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. - Colliders that overlap with the given box. + A random color with HSV and alpha values in the input ranges. - + - Find all colliders touching or inside of the given box, and store them into the buffer. + Generates a random color from HSV and alpha ranges. - Center of the box. - Half of the size of the box in each dimension. - The buffer to store the results in. - Rotation of the box. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. - The amount of colliders stored in results. + A random color with HSV and alpha values in the input ranges. - + - Check the given capsule against the physics world and return all overlapping colliders. + Generates a random color from HSV and alpha ranges. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. - Colliders touching or inside the capsule. + A random color with HSV and alpha values in the input ranges. - + - Check the given capsule against the physics world and return all overlapping colliders in the user-provided buffer. + Generates a random color from HSV and alpha ranges. - The center of the sphere at the start of the capsule. - The center of the sphere at the end of the capsule. - The radius of the capsule. - The buffer to store the results into. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. - The amount of entries written to the buffer. + A random color with HSV and alpha values in the input ranges. - + - Returns an array with all colliders touching or inside the sphere. + Generates a random color from HSV and alpha ranges. - Center of the sphere. - Radius of the sphere. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. + Minimum hue [0..1]. + Maximum hue [0..1]. + Minimum saturation [0..1]. + Maximum saturation[0..1]. + Minimum value [0..1]. + Maximum value [0..1]. + Minimum alpha [0..1]. + Maximum alpha [0..1]. + + A random color with HSV and alpha values in the input ranges. + - + - Computes and stores colliders touching or inside the sphere into the provided buffer. + Initializes the random number generator state with a seed. - Center of the sphere. - Radius of the sphere. - The buffer to store the results into. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - The amount of colliders stored into the results buffer. - + Seed used to initialize the random number generator. - + - Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene. + Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). - The starting point of the ray in world coordinates. - The direction of the ray. - The max distance the ray should check for collisions. - A that is used to selectively ignore Colliders when casting a ray. - Specifies whether this query should hit Triggers. - - True if the ray intersects with a Collider, otherwise false. - + + - + - Casts a ray against all colliders in the scene and returns detailed information on what was hit. + Returns a random integer number between min [inclusive] and max [exclusive] (Read Only). - The starting point of the ray in world coordinates. - The direction of the ray. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The max distance the ray should check for collisions. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - True when the ray intersects any collider, otherwise false. - + + - + - Same as above using ray.origin and ray.direction instead of origin and direction. + Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. - The starting point and direction of the ray. - The max distance the ray should check for collisions. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - True when the ray intersects any collider, otherwise false. - - + - Same as above using ray.origin and ray.direction instead of origin and direction. + Attribute used to make a float or int variable in a script be restricted to a specific range. - The starting point and direction of the ray. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The max distance the ray should check for collisions. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - True when the ray intersects any collider, otherwise false. - - + - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. + Attribute used to make a float or int variable in a script be restricted to a specific range. - The starting point and direction of the ray. - The max distance the rayhit is allowed to be from the start of the ray. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. + The minimum allowed value. + The maximum allowed value. - + - See Also: Raycast. + Representation of rays. - The starting point of the ray in world coordinates. - The direction of the ray. - The max distance the rayhit is allowed to be from the start of the ray. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - + - Cast a ray through the scene and store the hits into the buffer. + The direction of the ray. - The starting point and direction of the ray. - The buffer to store the hits into. - The max distance the rayhit is allowed to be from the start of the ray. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - The amount of hits stored into the results buffer. - - + - Cast a ray through the scene and store the hits into the buffer. + The origin point of the ray. - The starting point and direction of the ray. - The buffer to store the hits into. - The direction of the ray. - The max distance the rayhit is allowed to be from the start of the ray. - A that is used to selectively ignore colliders when casting a ray. - Specifies whether this query should hit Triggers. - - The amount of hits stored into the results buffer. - - + - Casts a sphere along a ray and returns detailed information on what was hit. + Creates a ray starting at origin along direction. - The center of the sphere at the start of the sweep. - The radius of the sphere. - The direction into which to sweep the sphere. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - True when the sphere sweep intersects any collider, otherwise false. - + + - + - Casts a sphere along a ray and returns detailed information on what was hit. + Returns a point at distance units along the ray. - The starting point and direction of the ray into which the sphere sweep is cast. - The radius of the sphere. - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. - - True when the sphere sweep intersects any collider, otherwise false. - + - + - + Returns a nicely formatted string for this ray. - The starting point and direction of the ray into which the sphere sweep is cast. - The radius of the sphere. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The max length of the cast. - A that is used to selectively ignore colliders when casting a capsule. - Specifies whether this query should hit Triggers. + - + - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + Returns a nicely formatted string for this ray. - The center of the sphere at the start of the sweep. - The radius of the sphere. - The direction in which to sweep the sphere. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a sphere. - Specifies whether this query should hit Triggers. - - An array of all colliders hit in the sweep. - + - + - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. + A ray in 2D space. - The starting point and direction of the ray into which the sphere sweep is cast. - The radius of the sphere. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a sphere. - Specifies whether this query should hit Triggers. - + - Cast sphere along the direction and store the results into buffer. + The direction of the ray in world space. - The center of the sphere at the start of the sweep. - The radius of the sphere. - The direction in which to sweep the sphere. - The buffer to save the hits into. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a sphere. - Specifies whether this query should hit Triggers. - - The amount of hits stored into the results buffer. - - + - Cast sphere along the direction and store the results into buffer. + The starting point of the ray in world space. - The starting point and direction of the ray into which the sphere sweep is cast. - The radius of the sphere. - The buffer to save the results to. - The max length of the sweep. - A that is used to selectively ignore colliders when casting a sphere. - Specifies whether this query should hit Triggers. - - The amount of hits stored into the results buffer. - - + - Global settings and helpers for 2D physics. + Creates a 2D ray starting at origin along direction. + origin + direction + + - + - Should the collider gizmos always be shown even when they are not selected? + Get a point that lies a given distance along a ray. + Distance of the desired point along the path of the ray. - + - A rigid-body cannot sleep if its angular velocity is above this tolerance. + Structure used to get information back from a raycast. - + - The scale factor that controls how fast overlaps are resolved. + The barycentric coordinate of the triangle we hit. - + - The scale factor that controls how fast TOI overlaps are resolved. + The Collider that was hit. - + - Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. + The distance from the ray's origin to the impact point. - + - The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep). + The uv lightmap coordinate at the impact point. - + - The color used by the gizmos to show all awake colliders (collider is awake when the body is awake). + The normal of the surface the ray hit. - + - The color used by the gizmos to show all collider contacts. + The impact point in world space where the ray hit the collider. - + - The scale of the contact arrow used by the collider gizmos. + The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + + + + + The uv texture coordinate at the impact point. + + + + + The secondary uv texture coordinate at the impact point. + + + + + The Transform of the rigidbody or collider that was hit. + + + + + The index of the triangle that was hit. + + + + + Information returned about an object detected by a raycast in 2D physics. - + - Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not. + The centroid of the primitive used to perform the cast. - + - Acceleration due to gravity. + The collider hit by the ray. - + - A rigid-body cannot sleep if its linear velocity is above this tolerance. + The distance from the ray origin to the impact point. - + - The maximum angular position correction used when solving constraints. This helps to prevent overshoot. + Fraction of the distance along the ray that the hit occurred. - + - The maximum linear position correction used when solving constraints. This helps to prevent overshoot. + The normal vector of the surface hit by the ray. - + - The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. + The point in world space where the ray hit the collider's surface. - + - The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. + The Rigidbody2D attached to the object that was hit. - + - The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision. + The Transform of the object that was hit. - + - The number of iterations of the physics solver when considering objects' positions. + A 2D Rectangle defined by X and Y position, width and height. - + - Do raycasts detect Colliders configured as triggers? + The position of the center of the rectangle. - + - Do ray/line casts that start inside a collider(s) detect those collider(s)? + The height of the rectangle, measured from the Y position. - + - Do raycasts detect Colliders configured as triggers? + The position of the maximum corner of the rectangle. - + - Do ray/line casts that start inside a collider(s) detect those collider(s)? + The position of the minimum corner of the rectangle. - + - Should the collider gizmos show current contacts for each collider? + The X and Y position of the rectangle. - + - Should the collider gizmos show the sleep-state for each collider? + The width and height of the rectangle. - + - The time in seconds that a rigid-body must be still before it will go to sleep. + The width of the rectangle, measured from the X position. - + - The number of iterations of the physics solver when considering objects' velocities. + The X coordinate of the rectangle. - + - Any collisions with a relative linear velocity below this threshold will be treated as inelastic. + The maximum X coordinate of the rectangle. - + - Layer mask constant that includes all layers. + The minimum X coordinate of the rectangle. - + - Casts a box against colliders in the scene, returning the first collider to contact with it. + The Y coordinate of the rectangle. - The point in 2D space where the shape originates. - The size of the shape. - The angle of the shape (in degrees). - Vector representing the direction of the shape. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - - + - Casts a box against colliders in the scene, returning all colliders that contact with it. + The maximum Y coordinate of the rectangle. - The point in 2D space where the shape originates. - The size of the shape. - The angle of the shape (in degrees). - Vector representing the direction of the shape. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - - + - Casts a box into the scene, returning colliders that contact with it into the provided results array. + The minimum Y coordinate of the rectangle. - The point in 2D space where the shape originates. - The size of the shape. - The angle of the shape (in degrees). - Vector representing the direction of the shape. - Array to receive results. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The number of results returned. - - + - Casts a circle against colliders in the scene, returning the first collider to contact with it. + Shorthand for writing new Rect(0,0,0,0). - The point in 2D space where the shape originates. - The radius of the shape. - Vector representing the direction of the shape. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - - + - Casts a circle against colliders in the scene, returning all colliders that contact with it. + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. - The point in 2D space where the shape originates. - The radius of the shape. - Vector representing the direction of the shape. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. + Point to test. + Does the test allow the Rect's width and height to be negative? - The cast results returned. + True if the point lies within the specified rectangle. - + - Casts a circle into the scene, returning colliders that contact with it into the provided results array. + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. - The point in 2D space where the shape originates. - The radius of the shape. - Vector representing the direction of the shape. - Array to receive results. - Maximum distance over which to cast the shape. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. + Point to test. + Does the test allow the Rect's width and height to be negative? - The number of results returned. + True if the point lies within the specified rectangle. - - - Layer mask constant that includes all layers participating in raycasts by default. - - - + - Checks whether the collision detection system will ignore all collisionstriggers between collider1 and collider2/ or not. + Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. - The first collider to compare to collider2. - The second collider to compare to collider1. + Point to test. + Does the test allow the Rect's width and height to be negative? + + True if the point lies within the specified rectangle. + - + - Should collisions between the specified layers be ignored? + Creates a new rectangle. - ID of first layer. - ID of second layer. + The X value the rect is measured from. + The Y value the rect is measured from. + The width of the rectangle. + The height of the rectangle. - + - Get the collision layer mask that indicates which layer(s) the specified layer can collide with. + - The layer to retrieve the collision layer mask for. - - A mask where each bit indicates a layer and whether it can collide with layer or not. - + - + - Cast a 3D ray against the colliders in the scene returning the first collider along the ray. + Creates a rectangle given a size and position. - The 3D ray defining origin and direction to test. - Maximum distance over which to cast the ray. - Filter to detect colliders only on certain layers. - - The cast results returned. - + The position of the minimum corner of the rect. + The width and height of the rect. - + - Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. + Creates a rectangle from min/max coordinate values. - The 3D ray defining origin and direction to test. - Maximum distance over which to cast the ray. - Filter to detect colliders only on certain layers. + The minimum X coordinate. + The minimum Y coordinate. + The maximum X coordinate. + The maximum Y coordinate. - The cast results returned. + A rectangle matching the specified coordinates. - + - Cast a 3D ray against the colliders in the scene returning the colliders along the ray. + Returns a point inside a rectangle, given normalized coordinates. - The 3D ray defining origin and direction to test. - Maximum distance over which to cast the ray. - Filter to detect colliders only on certain layers. - Array to receive results. - - The number of results returned. - + Rectangle to get a point inside. + Normalized coordinates to get a point for. - + - Makes the collision detection system ignore all collisionstriggers between collider1 and collider2/. + Returns true if the rectangles are the same. - The first collider to compare to collider2. - The second collider to compare to collider1. - Whether collisionstriggers between collider1 and collider2/ should be ignored or not. + + - + - Choose whether to detect or ignore collisions between a specified pair of layers. + Returns true if the rectangles are different. - ID of the first layer. - ID of the second layer. - Should collisions between these layers be ignored? + + - + - Layer mask constant for the default layer that ignores raycasts. + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? - + - Check whether collider1 is touching collider2 or not. + Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. - The collider to check if it is touching collider2. - The collider to check if it is touching collider1. - - Whether collider1 is touching collider2 or not. - + Other rectangle to test overlapping with. + Does the test allow the widths and heights of the Rects to be negative? - + - Checks whether the collider is touching any colliders on the specified layerMask or not. + Returns the normalized coordinates cooresponding the the point. - The collider to check if it is touching colliders on the layerMask. - Any colliders on any of these layers count as touching. - - Whether the collider is touching any colliders on the specified layerMask or not. - + Rectangle to get normalized coordinates inside. + A point inside the rectangle to get normalized coordinates for. - + - Casts a line against colliders in the scene. + Set components of an existing Rect. - The start point of the line in world space. - The end point of the line in world space. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - + + + + - + - Casts a line against colliders in the scene. + Returns a nicely formatted string for this Rect. - The start point of the line in world space. - The end point of the line in world space. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - + - + - Casts a line against colliders in the scene. + Returns a nicely formatted string for this Rect. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - The start point of the line in world space. - The end point of the line in world space. - Returned array of objects that intersect the line. - Filter to detect Colliders only on certain layers. - - The number of results returned. - + - + - Check if a collider falls within a rectangular area. + Offsets for rectangles, borders, etc. - One corner of the rectangle. - Diagonally opposite corner of the rectangle. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - + - Get a list of all colliders that fall within a rectangular area. + Bottom edge size. - One corner of the rectangle. - Diagonally opposite corner of the rectangle. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - + - Get a list of all colliders that fall within a specified area. + Shortcut for left + right. (Read Only) - One corner of the rectangle. - Diagonally opposite corner of the rectangle. - Array to receive results. - Filter to check objects only on specified layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The number of results returned. - - + - Check if a collider falls within a box area. + Left edge size. - Center of the box. - Size of the box. - Angle of the box. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than this value. - Only include objects with a Z coordinate (depth) less than this value. - + - Get a list of all colliders that fall within a box area. + Right edge size. - Center of the box. - Size of the box. - Angle of the box. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than this value. - Only include objects with a Z coordinate (depth) less than this value. - + - Get a list of all colliders that fall within a box area. + Top edge size. - Center of the box. - Size of the box. - Angle of the box. - Array to receive results. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than this value. - Only include objects with a Z coordinate (depth) less than this value. - - The number of results returned. - - + - Check if a collider falls within a circular area. + Shortcut for top + bottom. (Read Only) - Centre of the circle. - Radius of the circle. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - + - Get a list of all colliders that fall within a circular area. + Add the border offsets to a rect. - Center of the circle. - Radius of the circle. - Filter to check objects only on specified layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. + - + - Get a list of all colliders that fall within a circular area. + Creates a new rectangle with offsets. - Center of the circle. - Radius of the circle. - Array to receive results. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The number of results returned. - + + + + - + - Check if a collider overlaps a point in space. + Creates a new rectangle with offsets. - A point in world space. - Filter to check objects only on specific layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. + + + + - + - Get a list of all colliders that overlap a point in space. + Remove the border offsets from a rect. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - A point in space. - Filter to check objects only on specific layers. + - + - Get a list of all colliders that overlap a point in space. + Position, size, anchor and pivot information for a rectangle. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - A point in space. - Array to receive results. - Filter to check objects only on specific layers. - - The number of results returned. - - + - Casts a ray against colliders in the scene. + The position of the pivot of this RectTransform relative to the anchor reference point. - The point in 2D space where the ray originates. - Vector representing the direction of the ray. - Maximum distance over which to cast the ray. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - - + - Casts a ray against colliders in the scene, returning all colliders that contact with it. + The 3D position of the pivot of this RectTransform relative to the anchor reference point. - The point in 2D space where the ray originates. - Vector representing the direction of the ray. - Maximum distance over which to cast the ray. - Filter to detect Colliders only on certain layers. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - - The cast results returned. - - + - Casts a ray into the scene. + The normalized position in the parent RectTransform that the upper right corner is anchored to. - Only include objects with a Z coordinate (depth) greater than or equal to this value. - Only include objects with a Z coordinate (depth) less than or equal to this value. - The point in 2D space where the ray originates. - Vector representing the direction of the ray. - Array to receive results. - Maximum distance over which to cast the ray. - Filter to check objects only on specific layers. - - The number of results returned. - - + - Set the collision layer mask that indicates which layer(s) the specified layer can collide with. + The normalized position in the parent RectTransform that the lower left corner is anchored to. - The layer to set the collision layer mask for. - A mask where each bit indicates a layer and whether it can collide with layer or not. - + - Asset type that defines the surface properties of a Collider2D. + The offset of the upper right corner of the rectangle relative to the upper right anchor. - + - The degree of elasticity during collisions. + The offset of the lower left corner of the rectangle relative to the lower left anchor. - + - Coefficient of friction. + The normalized position in this RectTransform that it rotates around. - + - A base type for 2D physics components that required a callback during FixedUpdate. + Event that is invoked for RectTransforms that need to have their driven properties reapplied. + - + - Ping any given IP address (given in dot notation). + The calculated rectangle in the local space of the Transform. - + - The IP target of the ping. + The size of this RectTransform relative to the distances between the anchors. - + - Has the ping function completed? + An axis that can be horizontal or vertical. - + - This property contains the ping time result after isDone returns true. + Horizontal. - + - Perform a ping to the supplied target IP address. + Vertical. - - + - Representation of a plane in 3D space. + Enum used to specify one edge of a rectangle. - + - Distance from the origin to the plane. + The bottom edge. - + - Normal vector of the plane. + The left edge. - + - Creates a plane. + The right edge. - - - + - Creates a plane. + The top edge. - - - + - Creates a plane. + Get the corners of the calculated rectangle in the local space of its Transform. - - - + Array that corners should be filled into. - + - Returns a signed distance from plane to point. + Get the corners of the calculated rectangle in world space. - + Array that corners should be filled into. - + - Is a point on the positive side of the plane? + Delegate used for the reapplyDrivenProperties event. - + - + - Intersects a ray with the plane. + Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. - - + The edge of the parent rectangle to inset from. + The inset distance. + The size of the rectangle along the same direction of the inset. - + - Are two points on the same side of the plane? + Makes the RectTransform calculated rect be a given size on the specified axis. - - + The axis to specify the size along. + The desired size along the specified axis. - + - Sets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane. + Utility class containing helper methods for working with RectTransform. - First point in clockwise order. - Second point in clockwise order. - Third point in clockwise order. - + - Sets a plane using a point that lies within it along with a normal to orient it. + Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. - The plane's normal vector. - A point that lies on the plane. + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? - + - Applies "platform" behaviour such as one-way collisions etc. + Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. + The RectTransform to flip. + Flips around the pivot if true. Flips within the parent rect if false. + Flip the children as well? + The axis to flip along. 0 is horizontal and 1 is vertical. - + - Whether to use one-way collision behaviour or not. + Convert a given point in screen space into a pixel correct point. + + + + + Pixel adjusted point. + - + - The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". + Given a rect transform, return the corner points in pixel accurate coordinates. + + + + Pixel adjusted rect. + - + - The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. + Does the RectTransform contain the screen point as seen from the given camera? + The RectTransform to test with. + The screen point to test. + The camera from which the test is performed from. (Optional) + + True if the point is inside the rectangle. + - + - Whether bounce should be used on the platform sides or not. + Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in local space of the rect transform. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + - + - Whether friction should be used on the platform sides or not. + Transform a screen space point to a position in world space that is on the plane of the given RectTransform. + The RectTransform to find a point inside. + The camera associated with the screen space position. + Screen space position. + Point in world space. + + Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. + - + - The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. + The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. - + - Should the one-way collision behaviour be used? + The color with which the texture of reflection probe will be cleared. - + - Ensures that all contacts controlled by the one-way behaviour act the same. + Reference to the baked texture of the reflection probe's surrounding. - + - Should bounce be used on the platform sides? + Distance around probe used for blending (used in deferred probes). - + - Should friction be used on the platform sides? + The bounding volume of the reflection probe (Read Only). - + - Stores and accesses player preferences between game sessions. + Should this reflection probe use box projection? - + - Removes all keys and values from the preferences. Use with caution. + The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. - + - Removes key and its corresponding value from the preferences. + How the reflection probe clears the background. - - + - Returns the value corresponding to key in the preference file if it exists. + This is used to render parts of the reflecion probe's surrounding selectively. - - - + - Returns the value corresponding to key in the preference file if it exists. + Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. - - - + - Returns the value corresponding to key in the preference file if it exists. + The far clipping plane distance when rendering the probe. - - - + - Returns the value corresponding to key in the preference file if it exists. + Should this reflection probe use HDR rendering? - - - + - Returns the value corresponding to key in the preference file if it exists. + Reflection probe importance. - - - + - Returns the value corresponding to key in the preference file if it exists. + The intensity modifier that is applied to the texture of reflection probe in the shader. - - - + - Returns true if key exists in the preferences. + Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? - - + - Writes all modified preferences to disk. + The near clipping plane distance when rendering the probe. - + - Sets the value of the preference identified by key. + Sets the way the probe will refresh. + +See Also: ReflectionProbeRefreshMode. - - - + - Sets the value of the preference identified by key. + Resolution of the underlying reflection texture in pixels. - - - + - Sets the value of the preference identified by key. + Shadow drawing distance when rendering the probe. - - - + - An exception thrown by the PlayerPrefs class in a web player build. + The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. - + - Used by Animation.Play function. + Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). - + - Will stop all animations that were started with this component before playing. + Sets this probe time-slicing mode + +See Also: ReflectionProbeTimeSlicingMode. - + - Will stop all animations that were started in the same layer. This is the default when playing animations. + Utility method to blend 2 cubemaps into a target render texture. + Cubemap to blend from. + Cubemap to blend to. + Blend weight. + RenderTexture which will hold the result of the blend. + + Returns trues if cubemaps were blended, false otherwise. + - + - Applies forces to attract/repulse against a point. + Checks if a probe has finished a time-sliced render. + An integer representing the RenderID as returned by the RenderProbe method. + + + True if the render has finished, false otherwise. + + See Also: timeSlicingMode + + - + - The angular drag to apply to rigid-bodies. + Refreshes the probe's cubemap. + Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. + + + An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. + + See Also: IsFinishedRendering + See Also: timeSlicingMode + + - + - The scale applied to the calculated distance between source and target. + Keeps two Rigidbody2D at their relative orientations. - + - The linear drag to apply to rigid-bodies. + The current angular offset between the Rigidbody2D that the joint connects. - + - The magnitude of the force to be applied. + Should both the linearOffset and angularOffset be calculated automatically? - + - The mode used to apply the effector force. + Scales both the linear and angular forces used to correct the required relative orientation. - + - The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. + The current linear offset between the Rigidbody2D that the joint connects. - + - The target for where the effector applies any force. + The maximum force that can be generated when trying to maintain the relative joint constraint. - + - The variation of the magnitude of the force to be applied. + The maximum torque that can be generated when trying to maintain the relative joint constraint. - + - Collider for 2D physics representing an arbitrary polygon defined by its vertices. + The world-space position that is currently trying to be maintained. - + - The number of paths in the polygon. + Accesses remote settings (common for all game instances). - + - Corner points that define the collider's shape in local space. + Returns the value corresponding to key in the remote settings if it exists. + + - + - Creates as regular primitive polygon with the specified number of sides. + Returns the value corresponding to key in the remote settings if it exists. - The number of sides in the polygon. This must be greater than two. - The X/Y scale of the polygon. These must be greater than zero. - The X/Y offset of the polygon. + + - + - Get a path from the polygon by its index. + Returns the value corresponding to key in the remote settings if it exists. - The index of the path to retrieve. + + - + - Return the total number of points in the polygon in all paths. + Returns the value corresponding to key in the remote settings if it exists. + + - + - Define a path by its constituent points. + Returns the value corresponding to key in the remote settings if it exists. - Index of the path to set. - Points that define the path. + + - + - The various primitives that can be created using the GameObject.CreatePrimitive function. + Returns the value corresponding to key in the remote settings if it exists. + + - + - A capsule primitive. + Returns the value corresponding to key in the remote settings if it exists. + + - + - A cube primitive. + Returns the value corresponding to key in the remote settings if it exists. + + - + - A cylinder primitive. + Returns true if key exists in the remote settings. + - + - A plane primitive. + This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. + - + - A Quad primitive. + This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. - + - A sphere primitive. + Color or depth buffer part of a RenderTexture. - + - Substance memory budget. + Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. - + - A limit of 512MB for the cache or the working memory. + General functionality for all renderers. - + - A limit of 256MB for the cache or the working memory. + The bounding volume of the renderer (Read Only). - + - No limit for the cache or the working memory. + Makes the rendered 3D object visible if enabled. - + - A limit of 1B (one byte) for the cache or the working memory. + Has this renderer been statically batched with any other renderers? - + - A limit of 128MB for the cache or the working memory. + Is this renderer visible in any camera? (Read Only) - + - ProceduralMaterial loading behavior. + The index of the baked lightmap applied to this renderer. - + - Bake the textures to speed up loading and discard the ProceduralMaterial data (default on unsupported platform). + The UV scale & offset used for a lightmap. - + - Bake the textures to speed up loading and keep the ProceduralMaterial data so that it can still be tweaked and regenerated later on. + If set, the Renderer will use the Light Probe Proxy Volume component attached to the source GameObject. - + - Generate the textures when loading and cache them to diskflash to speed up subsequent gameapplication startups. + The light probe interpolation type. - + - Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. + Matrix that transforms a point from local space into world space (Read Only). - + - Do not generate the textures. RebuildTextures() or RebuildTexturesImmediately() must be called to generate the textures. After the textures have been generrated for the first time, they are cached to diskflash to speed up subsequent gameapplication startups. + Returns the first instantiated Material assigned to the renderer. - + - Generate the textures when loading to favor application's size (default on supported platform). + Returns all the instantiated materials of this object. - + - Class for ProceduralMaterial handling. + Specifies the mode for motion vector rendering. - + - Set or get the update rate in millisecond of the animated substance. + If set, Renderer will use this Transform's position to find the light or reflection probe. - + - Set or get the Procedural cache budget. + The index of the realtime lightmap applied to this renderer. - + - Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). + The UV scale & offset used for a realtime lightmap. - + - Returns true if FreezeAndReleaseSourceData was called on this ProceduralMaterial. + Does this object receive shadows? - + - Should the ProceduralMaterial be generated at load time? + Should reflection probes be used for this Renderer? - + - Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. + Does this object cast shadows? - + - Set or get the "Readable" flag for a ProceduralMaterial. + The shared material of this object. - + - Check if ProceduralMaterials are supported on the current platform. + All the shared materials of this object. - + - Get ProceduralMaterial loading behavior. + Unique ID of the Renderer's sorting layer. - + - Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). + Name of the Renderer's sorting layer. - + - Used to specify the Substance engine CPU usage. + Renderer's order within a sorting layer. - + - Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. + Should light probes be used for this Renderer? - - - + - Clear the Procedural cache. + Matrix that transforms a point from world space into local space (Read Only). - + - Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint. + Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + - + - This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. + Get per-renderer material property block. - The name of the ProceduralTexture to get. + - + - Get generated textures. + Lets you add per-renderer material parameters without duplicating a material. + - + - Get a named Procedural boolean property. + Ambient lighting mode. - - + - Get a named Procedural color property. + Ambient lighting is defined by a custom cubemap. - - + - Get a named Procedural enum property. + Flat ambient lighting. - - + - Get a named Procedural float property. + Skybox-based or custom ambient lighting. - - + - Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. + Trilight ambient lighting. - + - Get a named Procedural texture property. + Blend mode for controlling the blending. - - + - Get a named Procedural vector property. + Blend factor is (Ad, Ad, Ad, Ad). - - + - Checks if the ProceduralMaterial has a ProceduralProperty of a given name. + Blend factor is (Rd, Gd, Bd, Ad). - - + - Checks if a named ProceduralProperty is cached for efficient runtime tweaking. + Blend factor is (1, 1, 1, 1). - - + - Checks if a given ProceduralProperty is visible according to the values of this ProceduralMaterial's other ProceduralProperties and to the ProceduralProperty's visibleIf expression. + Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). - The name of the ProceduralProperty whose visibility is evaluated. - + - Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. + Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). - + - Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. + Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). - + - Set a named Procedural boolean property. + Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). - - - + - Set a named Procedural color property. + Blend factor is (As, As, As, As). - - - + - Set a named Procedural enum property. + Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). - - - + - Set a named Procedural float property. + Blend factor is (Rs, Gs, Bs, As). - - - + - Set a named Procedural texture property. + Blend factor is (0, 0, 0, 0). - - - + - Set a named Procedural vector property. + Blend operation. - - - + - Discard all the queued ProceduralMaterial rendering operations that have not started yet. + Add (s + d). - + - The type of generated image in a ProceduralMaterial. + Color burn (Advanced OpenGL blending). - + - Ambient occlusion map. + Color dodge (Advanced OpenGL blending). - + - Detail mask map. + Darken (Advanced OpenGL blending). - + - Diffuse map. + Difference (Advanced OpenGL blending). - + - Emissive map. + Exclusion (Advanced OpenGL blending). - + - Height map. + Hard light (Advanced OpenGL blending). - + - Metalness map. + HSL color (Advanced OpenGL blending). - + - Normal (Bump) map. + HSL Hue (Advanced OpenGL blending). - + - Opacity (Tranparency) map. + HSL luminosity (Advanced OpenGL blending). - + - Roughness map. + HSL saturation (Advanced OpenGL blending). - + - Smoothness map (formerly referred to as Glossiness). + Lighten (Advanced OpenGL blending). - + - Specular map. + Logical AND (s & d) (D3D11.1 only). - + - Undefined type. + Logical inverted AND (!s & d) (D3D11.1 only). - + - The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). + Logical reverse AND (s & !d) (D3D11.1 only). - + - All physical processor cores are used for ProceduralMaterial generation. + Logical Clear (0). - + - Half of all physical processor cores are used for ProceduralMaterial generation. + Logical Copy (s) (D3D11.1 only). - + - A single physical processor core is used for ProceduralMaterial generation. + Logical inverted Copy (!s) (D3D11.1 only). - + - Exact control of processor usage is not available. + Logical Equivalence !(s XOR d) (D3D11.1 only). - + - Describes a ProceduralProperty. + Logical Inverse (!d) (D3D11.1 only). - + - The names of the individual components of a Vector234 ProceduralProperty. + Logical NAND !(s & d). D3D11.1 only. - + - The available options for a ProceduralProperty of type Enum. + Logical No-op (d) (D3D11.1 only). - + - The name of the GUI group. Used to display ProceduralProperties in groups. + Logical NOR !(s | d) (D3D11.1 only). - + - If true, the Float or Vector property is constrained to values within a specified range. + Logical OR (s | d) (D3D11.1 only). - + - The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. + Logical inverted OR (!s | d) (D3D11.1 only). - + - If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. + Logical reverse OR (s | !d) (D3D11.1 only). - + - If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. + Logical SET (1) (D3D11.1 only). - + - The name of the ProceduralProperty. Used to get and set the values. + Logical XOR (s XOR d) (D3D11.1 only). - + - Specifies the step size of this Float or Vector property. Zero is no step. + Max. - + - The ProceduralPropertyType describes what type of property this is. + Min. - + - The type of a ProceduralProperty. + Multiply (Advanced OpenGL blending). - + - Procedural boolean property. Use with ProceduralMaterial.GetProceduralBoolean. + Overlay (Advanced OpenGL blending). - + - Procedural Color property without alpha. Use with ProceduralMaterial.GetProceduralColor. + Reverse subtract. - + - Procedural Color property with alpha. Use with ProceduralMaterial.GetProceduralColor. + Screen (Advanced OpenGL blending). - + - Procedural Enum property. Use with ProceduralMaterial.GetProceduralEnum. + Soft light (Advanced OpenGL blending). - + - Procedural float property. Use with ProceduralMaterial.GetProceduralFloat. + Subtract. - + - Procedural Texture property. Use with ProceduralMaterial.GetProceduralTexture. + Built-in temporary render textures produced during camera's rendering. - + - Procedural Vector2 property. Use with ProceduralMaterial.GetProceduralVector. + Target texture of currently rendering camera. - + - Procedural Vector3 property. Use with ProceduralMaterial.GetProceduralVector. + Currently active render target. - + - Procedural Vector4 property. Use with ProceduralMaterial.GetProceduralVector. + Camera's depth texture. - + - Class for ProceduralTexture handling. + Camera's depth+normals texture. - + - The format of the pixel data in the texture (Read Only). + Deferred shading G-buffer #0 (typically diffuse color). - + - Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. + Deferred shading G-buffer #1 (typically specular + roughness). - + - Grab pixel values from a ProceduralTexture. - + Deferred shading G-buffer #2 (typically normals). - X-coord of the top-left corner of the rectangle to grab. - Y-coord of the top-left corner of the rectangle to grab. - Width of rectangle to grab. - Height of the rectangle to grab. -Get the pixel values from a rectangular area of a ProceduralTexture into an array. -The block is specified by its x,y offset in the texture and by its width and height. The block is "flattened" into the array by scanning the pixel values across rows one by one. - + - The output type of this ProceduralTexture. + Deferred shading G-buffer #3 (typically emission/lighting). - + - Controls the from script. + Deferred lighting light buffer. - + - Sets profiler output file in built players. + Deferred lighting HDR specular light buffer (Xbox 360 only). - + - Enables the Profiler. + Deferred lighting (normals+specular) G-buffer. - + - Sets profiler output file in built players. + Reflections gathered from default reflection and reflections probes. - + - Resize the profiler sample buffers to allow the desired amount of samples per thread. + Resolved depth buffer from deferred. - + - Heap size used by the program. + Built-in shader modes used by Rendering.GraphicsSettings. - - Size of the used heap in bytes, (or 0 if the profiler is disabled). - - + - Displays the recorded profiledata in the profiler. + Don't use any shader, effectively disabling the functionality. - - + - Begin profiling a piece of code with a custom label. + Use built-in shader (default). - - - + - Begin profiling a piece of code with a custom label. + Use custom shader instead of built-in one. - - - + - End profiling a piece of code with a custom label. + Built-in shader types used by Rendering.GraphicsSettings. - + - Returns the size of the mono heap. + Shader used for deferred reflection probes. - + - Returns the used size from mono. + Shader used for deferred shading calculations. - + - Returns the runtime memory usage of the resource. + Shader used for depth and normals texture when enabled on a Camera. - - + - A script interface for a. + Shader used for legacy deferred lighting calculations. - + - The aspect ratio of the projection. + Default shader used for lens flares. - + - The far clipping plane distance. + Default shader used for light halos. - + - The field of view of the projection in degrees. + Shader used for Motion Vectors when enabled on a Camera. - + - Which object layers are ignored by the projector. + Shader used for screen-space cascaded shadows. - + - The material that will be projected onto every object. + Default shader used by sprites. - + - The near clipping plane distance. + Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. - + - Is the projection orthographic (true) or perspective (false)? + After camera's depth+normals texture is generated. - + - Projection's half-size when in orthographic mode. + After camera's depth texture is generated. - + - Base class to derive custom property attributes from. Use this to create custom attributes for script variables. + After camera has done rendering everything. - + - Optional field to specify the order that multiple DecorationDrawers should be drawn in. + After final geometry pass in deferred lighting. - + - Script interface for. + After transparent objects in forward rendering. - + - Active color space (Read Only). + After opaque objects in forward rendering. - + - Global anisotropic filtering mode. + After deferred rendering G-buffer is rendered. - + - Set The AA Filtering option. + After image effects. - + - Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. - -Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the scene to avoid re-sizing of the buffer which can incur performance cost. + After image effects that happen between opaque & transparent objects. - + - Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used. - -Use asyncUploadTimeSlice to set the time-slice in milliseconds for asynchronous texture uploads per -frame. Minimum value is 1 and maximum is 33. + After lighting pass in deferred rendering. - + - If enabled, billboards will face towards camera position rather than camera orientation. + After reflections pass in deferred rendering. - + - Blend weights. + After skybox is drawn. - + - Desired color space (Read Only). + Before camera's depth+normals texture is generated. - + - Global multiplier for the LOD's switching distance. + Before camera's depth texture is generated. - + - A texture size limit applied to all textures. + Before final geometry pass in deferred lighting. - + - A maximum LOD level. All LOD groups. + Before transparent objects in forward rendering. - + - Maximum number of frames queued up by graphics driver. + Before opaque objects in forward rendering. - + - The indexed list of available Quality Settings. + Before deferred rendering G-buffer is rendered. - + - Budget for how many ray casts can be performed per frame for approximate collision testing. + Before image effects. - + - The maximum number of pixel lights that should affect any object. + Before image effects that happen between opaque & transparent objects. - + - Enables realtime reflection probes. + Before lighting pass in deferred rendering. - + - The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. + Before reflections pass in deferred rendering. - + - The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero. + Before skybox is drawn. - + - Number of cascades to use for directional light shadows. + Specifies which color components will get written into the target framebuffer. - + - Shadow drawing distance. + Write all components (R, G, B and Alpha). - + - Offset shadow frustum near plane. + Write alpha component. - + - Directional light shadow projection. + Write blue component. - + - The default resolution of the shadow maps. + Write green component. - + - Use a two-pass shader for the vegetation in the terrain engine. + Write red component. - + - The VSync Count. + List of graphics commands to execute. - + - Decrease the current quality level. + Name of this command buffer. - Should expensive changes be applied (Anti-aliasing etc). - + - Returns the current graphics quality level. + Size of this command buffer in bytes (Read Only). - + - Increase the current quality level. + Add a "blit into a render texture" command. - Should expensive changes be applied (Anti-aliasing etc). + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - Sets a new graphics quality level. + Add a "blit into a render texture" command. - Quality index to set. - Should expensive changes be applied (Anti-aliasing etc). + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - Quaternions are used to represent rotations. + Add a "blit into a render texture" command. + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - Returns the euler angle representation of the rotation. + Add a "blit into a render texture" command. + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - The identity rotation (Read Only). + Add a "blit into a render texture" command. + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + Add a "blit into a render texture" command. + Source texture or render target to blit from. + Destination to blit into. + Material to use. + Shader pass to use (default is -1, meaning "all passes"). - + - X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + Clear all commands in the buffer. - + - Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + Adds a "clear render target" command. + Should clear depth buffer? + Should clear color buffer? + Color to clear with. + Depth to clear with (default is 1.0). - + - Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. + Create a new empty command buffer. - + - Returns the angle in degrees between two rotations a and b. + Add a "draw mesh" command. - - + Mesh to draw. + Transformation matrix to use. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - + - Creates a rotation which rotates angle degrees around axis. + Add a "draw mesh with instancing" command. - - + The Mesh to draw. + Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. + Material to use. + Which pass of the shader to use, or -1 which renders all passes. + The array of object transformation matrices. + The number of instances to be drawn. + Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - + - Constructs new Quaternion with given x,y,z,w components. + Add a "draw procedural geometry" command. - - - - + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Vertex count to render. + Instance count to render. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. - + - The dot product between two rotations. + Add a "draw procedural geometry" command. - - + Transformation matrix to use. + Material to use. + Which pass of the shader to use (or -1 for all passes). + Topology of the procedural geometry. + Additional material properties to apply just before rendering. See MaterialPropertyBlock. + Buffer with draw arguments. + Byte offset where in the buffer the draw arguments are. - + - Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + Add a "draw renderer" command. - - - + Renderer to draw. + Material to use. + Which subset of the mesh to render. + Which pass of the shader to use (default is -1, which renders all passes). - + - Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). + Add a "get a temporary render texture" command. - + Shader property name for this texture. + Width in pixels, or -1 for "camera pixel width". + Height in pixels, or -1 for "camera pixel height". + Depth buffer bits (0, 16 or 24). + Texture filtering mode (default is Point). + Format of the render texture (default is ARGB32). + Color space conversion mode. + Anti-aliasing (default is no anti-aliasing). - + - Creates a rotation which rotates from fromDirection to toDirection. + Send a user-defined event to a native code plugin. - - + Native code callback to queue for Unity's renderer to invoke. + User defined id to send to the callback. - + - Returns the Inverse of rotation. + Add a "release a temporary render texture" command. - + Shader property name for this texture. - + - Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. + Add a "set global shader buffer property" command. - - - + + + - + - Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. + Add a "set global shader buffer property" command. - - - + + + - + - Creates a rotation with the specified forward and upwards directions. + Add a "set global shader color property" command. - The direction to look in. - The vector that defines in which direction up is. + + + - + - Creates a rotation with the specified forward and upwards directions. + Add a "set global shader color property" command. - The direction to look in. - The vector that defines in which direction up is. + + + - + - Are two quaternions equal to each other? + Add a "set global shader float property" command. - - + + + - + - Combines rotations lhs and rhs. + Add a "set global shader float property" command. - Left-hand side quaternion. - Right-hand side quaternion. + + + - + - Rotates the point point with rotation. + Add a "set global shader float array property" command. - - + + + - + - Are two quaternions different from each other? + Add a "set global shader float array property" command. - - + + + - + - Rotates a rotation from towards to. + Add a "set global shader float array property" command. - - - + + + - + - Set x, y, z and w components of an existing Quaternion. + Add a "set global shader float array property" command. - - - - + + + - + - Creates a rotation which rotates from fromDirection to toDirection. + Add a "set global shader matrix property" command. - - + + + - + - Creates a rotation with the specified forward and upwards directions. + Add a "set global shader matrix property" command. - The direction to look in. - The vector that defines in which direction up is. + + + - + - Creates a rotation with the specified forward and upwards directions. + Add a "set global shader matrix array property" command. - The direction to look in. - The vector that defines in which direction up is. + + + - + - Spherically interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. + Add a "set global shader matrix array property" command. - - - + + + - + - Spherically interpolates between a and b by t. The parameter t is not clamped. + Add a "set global shader matrix array property" command. - - - + + + - + - Access the x, y, z, w components using [0], [1], [2], [3] respectively. + Add a "set global shader matrix array property" command. + + + - + - Converts a rotation to angle-axis representation (angles in degrees). + Add a "set global shader texture property" command, referencing a RenderTexture. - - + + + - + - Returns a nicely formatted string of the Quaternion. + Add a "set global shader texture property" command, referencing a RenderTexture. - + + + - + - Returns a nicely formatted string of the Quaternion. + Add a "set global shader vector property" command. - + + + - + - Overrides the global Physics.queriesHitTriggers. + Add a "set global shader vector property" command. + + + - + - Queries always report Trigger hits. + Add a "set global shader vector array property" command. + + + - + - Queries never report Trigger hits. + Add a "set global shader vector array property" command. + + + - + - Queries use the global Physics.queriesHitTriggers setting. + Add a "set global shader vector array property" command. + + + - + - Used by Animation.Play function. + Add a "set global shader vector array property" command. + + + - + - Will start playing after all other animations have stopped playing. + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Starts playing immediately. This can be used if you just want to quickly create a duplicate animation. + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Class for generating random data. + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Returns a random point inside a circle with radius 1 (Read Only). + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Returns a random point inside a sphere with radius 1 (Read Only). + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Returns a random point on the surface of a sphere with radius 1 (Read Only). + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Returns a random rotation (Read Only). + Add a "set active render target" command. + Render target to set for both color & depth buffers. + Render target to set as a color buffer. + Render targets to set as color buffers (MRT). + Render target to set as a depth buffer. + The mip level of the render target to render into. + The cubemap face of a cubemap render target to render into. - + - Returns a random rotation with uniform distribution (Read Only). + Add a "set shadow sampling mode" command. + Shadowmap render target to change the sampling mode on. + New sampling mode. - + - Gets/Sets the full internal state of the random number generator. + Depth or stencil comparison function. - + - Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). + Always pass depth or stencil test. - + - Generates a random color from HSV and alpha ranges. + Depth or stencil test is disabled. - Minimum hue [0..1]. - Maximum hue [0..1]. - Minimum saturation [0..1]. - Maximum saturation[0..1]. - Minimum value [0..1]. - Maximum value [0..1]. - Minimum alpha [0..1]. - Maximum alpha [0..1]. - - A random color with HSV and alpha values in the input ranges. - - + - Generates a random color from HSV and alpha ranges. + Pass depth or stencil test when values are equal. - Minimum hue [0..1]. - Maximum hue [0..1]. - Minimum saturation [0..1]. - Maximum saturation[0..1]. - Minimum value [0..1]. - Maximum value [0..1]. - Minimum alpha [0..1]. - Maximum alpha [0..1]. - - A random color with HSV and alpha values in the input ranges. - - + - Generates a random color from HSV and alpha ranges. + Pass depth or stencil test when new value is greater than old one. - Minimum hue [0..1]. - Maximum hue [0..1]. - Minimum saturation [0..1]. - Maximum saturation[0..1]. - Minimum value [0..1]. - Maximum value [0..1]. - Minimum alpha [0..1]. - Maximum alpha [0..1]. - - A random color with HSV and alpha values in the input ranges. - - + - Generates a random color from HSV and alpha ranges. + Pass depth or stencil test when new value is greater or equal than old one. - Minimum hue [0..1]. - Maximum hue [0..1]. - Minimum saturation [0..1]. - Maximum saturation[0..1]. - Minimum value [0..1]. - Maximum value [0..1]. - Minimum alpha [0..1]. - Maximum alpha [0..1]. - - A random color with HSV and alpha values in the input ranges. - - + - Generates a random color from HSV and alpha ranges. + Pass depth or stencil test when new value is less than old one. - Minimum hue [0..1]. - Maximum hue [0..1]. - Minimum saturation [0..1]. - Maximum saturation[0..1]. - Minimum value [0..1]. - Maximum value [0..1]. - Minimum alpha [0..1]. - Maximum alpha [0..1]. - - A random color with HSV and alpha values in the input ranges. - - + - Initializes the random number generator state with a seed. + Pass depth or stencil test when new value is less or equal than old one. - Seed used to initialize the random number generator. - + - Returns a random float number between and min [inclusive] and max [inclusive] (Read Only). + Never pass depth or stencil test. - - - + - Returns a random integer number between min [inclusive] and max [exclusive] (Read Only). + Pass depth or stencil test when values are different. - - - + - Serializable structure used to hold the full internal state of the random number generator. See Also: Random.state. + Support for various Graphics.CopyTexture cases. - + - Attribute used to make a float or int variable in a script be restricted to a specific range. + Basic Graphics.CopyTexture support. - + - Attribute used to make a float or int variable in a script be restricted to a specific range. + Support for Texture3D in Graphics.CopyTexture. - The minimum allowed value. - The maximum allowed value. - + - Representation of rays. + Support for Graphics.CopyTexture between different texture types. - + - The direction of the ray. + No support for Graphics.CopyTexture. - + - The origin point of the ray. + Support for RenderTexture to Texture copies in Graphics.CopyTexture. - + - Creates a ray starting at origin along direction. + Support for Texture to RenderTexture copies in Graphics.CopyTexture. - - - + - Returns a point at distance units along the ray. + Backface culling mode. - - + - Returns a nicely formatted string for this ray. + Cull back-facing geometry. - - + - Returns a nicely formatted string for this ray. + Cull front-facing geometry. - - + - A ray in 2D space. + Disable culling. - + - The direction of the ray in world space. + Default reflection mode. - + - The starting point of the ray in world space. + Custom default reflection. - + - Get a point that lies a given distance along a ray. + Skybox-based default reflection. - Distance of the desired point along the path of the ray. - + - Structure used to get information back from a raycast. + Graphics device API type. - + - The barycentric coordinate of the triangle we hit. + Direct3D 11 graphics API. - + - The Collider that was hit. + Direct3D 12 graphics API. - + - The distance from the ray's origin to the impact point. + Direct3D 9 graphics API. - + - The uv lightmap coordinate at the impact point. + iOS Metal graphics API. - + - The normal of the surface the ray hit. + Nintendo 3DS graphics API. - + - The impact point in world space where the ray hit the collider. + No graphics API. - + - The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) - + - The uv texture coordinate at the impact point. + OpenGL (Core profile - GL3 or later) graphics API. - + - The secondary uv texture coordinate at the impact point. + OpenGL ES 2.0 graphics API. - + - The Transform of the rigidbody or collider that was hit. + OpenGL ES 3.0 graphics API. - + - The index of the triangle that was hit. + PlayStation 3 graphics API. - + - Information returned about an object detected by a raycast in 2D physics. + PlayStation 4 graphics API. - + - The centroid of the primitive used to perform the cast. + PlayStation Mobile (PSM) graphics API. - + - The collider hit by the ray. + PlayStation Vita graphics API. - + - The distance from the ray origin to the impact point. + Vulkan (EXPERIMENTAL). - + - Fraction of the distance along the ray that the hit occurred. + Xbox One graphics API. - + - The normal vector of the surface hit by the ray. + Script interface for. - + - The point in world space where the ray hit the collider's surface. + Get custom shader used instead of a built-in shader. + Built-in shader type to query custom shader for. + + The shader used. + - + - The Rigidbody2D attached to the object that was hit. + Get built-in shader mode. + Built-in shader type to query. + + Mode used for built-in shader. + - + - The Transform of the object that was hit. + Set custom shader to use instead of a built-in shader. + Built-in shader type to set custom shader to. + The shader to use. - + - A 2D Rectangle defined by X and Y position, width and height. + Set built-in shader mode. + Built-in shader type to change. + Mode to use for built-in shader. - + - The position of the center of the rectangle. + Graphics Tier. +See Also: Graphics.activeTier. - + - The height of the rectangle, measured from the Y position. + The first graphics tier (Low) - corresponds to shader define UNITY_HARDWARE_TIER1. - + - The position of the maximum corner of the rectangle. + The second graphics tier (Medium) - corresponds to shader define UNITY_HARDWARE_TIER2. - + - The position of the minimum corner of the rectangle. + The third graphics tier (High) - corresponds to shader define UNITY_HARDWARE_TIER3. - + - The X and Y position of the rectangle. + Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. - + - The width and height of the rectangle. + After directional light screenspace shadow mask is computed. - + - The width of the rectangle, measured from the X position. + After shadowmap is rendered. - + - The X coordinate of the rectangle. + Before directional light screenspace shadow mask is computed. - + - The maximum X coordinate of the rectangle. + Before shadowmap is rendered. - + - The minimum X coordinate of the rectangle. + Light probe interpolation type. - + - The Y coordinate of the rectangle. + Simple light probe interpolation is used. - + - The maximum Y coordinate of the rectangle. + Light Probes are not used. - + - The minimum Y coordinate of the rectangle. + Uses a 3D grid of interpolated light probes. - + - Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + Shadow resolution options for a Light. - Point to test. - Does the test allow the Rect's width and height to be negative? - - True if the point lies within the specified rectangle. - - + - Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + Use resolution from QualitySettings (default). - Point to test. - Does the test allow the Rect's width and height to be negative? - - True if the point lies within the specified rectangle. - - + - Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + High shadow map resolution. - Point to test. - Does the test allow the Rect's width and height to be negative? - - True if the point lies within the specified rectangle. - - + - Creates a new rectangle. + Low shadow map resolution. - The X value the rect is measured from. - The Y value the rect is measured from. - The width of the rectangle. - The height of the rectangle. - + - + Medium shadow map resolution. - - + - Creates a rectangle given a size and position. + Very high shadow map resolution. - The position of the minimum corner of the rect. - The width and height of the rect. - + - Creates a rectangle from min/max coordinate values. + Opaque object sorting mode of a Camera. - The minimum X coordinate. - The minimum Y coordinate. - The maximum X coordinate. - The maximum Y coordinate. - - A rectangle matching the specified coordinates. - - + - Returns a point inside a rectangle, given normalized coordinates. + Default opaque sorting mode. - Rectangle to get a point inside. - Normalized coordinates to get a point for. - + - Returns true if the rectangles are the same. + Do rough front-to-back sorting of opaque objects. - - - + - Returns true if the rectangles are different. + Do not sort opaque objects by distance. - - - + - Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + Shader pass type for Unity's lighting pipeline. - Other rectangle to test overlapping with. - Does the test allow the widths and heights of the Rects to be negative? - + - Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work. + Deferred Shading shader pass. - Other rectangle to test overlapping with. - Does the test allow the widths and heights of the Rects to be negative? - + - Returns the normalized coordinates cooresponding the the point. + Forward rendering additive pixel light pass. - Rectangle to get normalized coordinates inside. - A point inside the rectangle to get normalized coordinates for. - + - Set components of an existing Rect. + Forward rendering base pass. - - - - - + - Returns a nicely formatted string for this Rect. + Legacy deferred lighting (light pre-pass) base pass. - - + - Returns a nicely formatted string for this Rect. + Legacy deferred lighting (light pre-pass) final pass. - - + - Offsets for rectangles, borders, etc. + Shader pass used to generate the albedo and emissive values used as input to lightmapping. - + - Bottom edge size. + Motion vector render pass. - + - Shortcut for left + right. (Read Only) + Regular shader pass that does not interact with lighting. - + - Left edge size. + Shadow caster & depth texure shader pass. - + - Right edge size. + Legacy vertex-lit shader pass. - + - Top edge size. + Legacy vertex-lit shader pass, with mobile lightmaps. - + - Shortcut for top + bottom. (Read Only) + Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. - + - Add the border offsets to a rect. + Determines how Unity will compress baked reflection cubemap. - - + - Creates a new rectangle with offsets. + Baked Reflection cubemap will be compressed if compression format is suitable. - - - - - + - Creates a new rectangle with offsets. + Baked Reflection cubemap will be compressed. - - - - - + - Remove the border offsets from a rect. + Baked Reflection cubemap will be left uncompressed. - - + - Position, size, anchor and pivot information for a rectangle. + ReflectionProbeBlendInfo contains information required for blending probes. - + - The position of the pivot of this RectTransform relative to the anchor reference point. + Reflection Probe used in blending. - + - The 3D position of the pivot of this RectTransform relative to the anchor reference point. + Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. - + - The normalized position in the parent RectTransform that the upper right corner is anchored to. + Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. - + - The normalized position in the parent RectTransform that the lower left corner is anchored to. + Clear with the skybox. - + - The offset of the upper right corner of the rectangle relative to the upper right anchor. + Clear with a background color. - + - The offset of the lower left corner of the rectangle relative to the lower left anchor. + Reflection probe's update mode. - + - The normalized position in this RectTransform that it rotates around. + Reflection probe is baked in the Editor. - + - Event that is invoked for RectTransforms that need to have their driven properties reapplied. + Reflection probe uses a custom texture specified by the user. - - + - The calculated rectangle in the local space of the Transform. + Reflection probe is updating in realtime. - + - The size of this RectTransform relative to the distances between the anchors. + An enum describing the way a realtime reflection probe refreshes in the Player. - + - An axis that can be horizontal or vertical. + Causes Unity to update the probe's cubemap every frame. +Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. + +See Also: ReflectionProbeTimeSlicingMode. - + - Horizontal. + Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe + +See Also: ReflectionProbe.RenderProbe. - + - Vertical. + Using this option indicates that the probe will never be automatically updated by Unity. This is useful if you wish to completely control the probe refresh behavior via scripting. + +See Also: ReflectionProbe.RenderProbe. - + - Enum used to specify one edge of a rectangle. + When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. +Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. - + - The bottom edge. + Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. - + - The left edge. + Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames. - + - The right edge. + Unity will render the probe entirely in one frame. - + - The top edge. + Reflection Probe usage. - + - Get the corners of the calculated rectangle in the local space of its Transform. + Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. - Array that corners should be filled into. - + - Get the corners of the calculated rectangle in world space. + Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. - Array that corners should be filled into. - + - Delegate used for the reapplyDrivenProperties event. + Reflection probes are disabled, skybox will be used for reflection. - - + - Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. + Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. - The edge of the parent rectangle to inset from. - The inset distance. - The size of the rectangle along the same direction of the inset. - + - Makes the RectTransform calculated rect be a given size on the specified axis. + Handling of loading RenderBuffer contents on setting as active RenderTarget. - The axis to specify the size along. - The desired size along the specified axis. - + - Utility class containing helper methods for working with RectTransform. + RenderBuffer will try to skip loading its contents on setting as Render Target. - + - Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. + Make RenderBuffer to Load its contents when setting as RenderTarget. - The RectTransform to flip. - Flips around the pivot if true. Flips within the parent rect if false. - Flip the children as well? - + - Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. + Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set. - The RectTransform to flip. - Flips around the pivot if true. Flips within the parent rect if false. - Flip the children as well? - The axis to flip along. 0 is horizontal and 1 is vertical. - + - Convert a given point in screen space into a pixel correct point. + RenderBuffer will try to skip storing its contents. + + + + + Make RenderBuffer to Store its contents. - - - - - Pixel adjusted point. - - + - Given a rect transform, return the corner points in pixel accurate coordinates. + Determine in which order objects are renderered. - - - - Pixel adjusted rect. - - + - Does the RectTransform contain the screen point as seen from the given camera? + Alpha tested geometry uses this queue. - The RectTransform to test with. - The screen point to test. - The camera from which the test is performed from. (Optional) - - True if the point is inside the rectangle. - - + - Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. + This render queue is rendered before any others. - The RectTransform to find a point inside. - The camera associated with the screen space position. - Screen space position. - Point in local space of the rect transform. - - Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. - - + - Transform a screen space point to a position in world space that is on the plane of the given RectTransform. + Opaque geometry uses this queue. - The RectTransform to find a point inside. - The camera associated with the screen space position. - Screen space position. - Point in world space. - - Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. - - + - The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. + This render queue is meant for overlay effects. - + - The color with which the texture of reflection probe will be cleared. + This render queue is rendered after Geometry and AlphaTest, in back-to-front order. - + - Reference to the baked texture of the reflection probe's surrounding. + Identifies a RenderTexture for a Rendering.CommandBuffer. - + - Distance around probe used for blending (used in deferred probes). + Creates a render target identifier. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. - + - The bounding volume of the reflection probe (Read Only). + Creates a render target identifier. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. - + - Should this reflection probe use box projection? + Creates a render target identifier. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. - + - The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + Creates a render target identifier. + Built-in temporary render texture type. + Temporary render texture name. + Temporary render texture name (as integer, see Shader.PropertyToID). + RenderTexture or Texture object to use. - + - How the reflection probe clears the background. + How shadows are cast from this object. - + - This is used to render parts of the reflecion probe's surrounding selectively. + No shadows are cast from this object. - + - Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. + Shadows are cast from this object. - + - The far clipping plane distance when rendering the probe. + Object casts shadows, but is otherwise invisible in the scene. - + - Should this reflection probe use HDR rendering? + Shadows are cast from this object, treating it as two-sided. - + - Reflection probe importance. + Used by CommandBuffer.SetShadowSamplingMode. - + - The intensity modifier that is applied to the texture of reflection probe in the shader. + Default shadow sampling mode: sampling with a comparison filter. - + - Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? + Shadow sampling mode for sampling the depth value. - + - The near clipping plane distance when rendering the probe. + Spherical harmonics up to the second order (3 bands, 9 coefficients). - + - Sets the way the probe will refresh. - -See Also: ReflectionProbeRefreshMode. + Add ambient lighting to probe data. + - + - Resolution of the underlying reflection texture in pixels. + Add directional light to probe data. + + + - + - Shadow drawing distance when rendering the probe. + Clears SH probe to zero. - + - The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. + Returns true if SH probes are equal. + + - + - Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). + Scales SH by a given factor. + + - + - Sets this probe time-slicing mode - -See Also: ReflectionProbeTimeSlicingMode. + Scales SH by a given factor. + + - + - Reflection probe type. + Returns true if SH probes are different. + + - + - Utility method to blend 2 cubemaps into a target render texture. + Adds two SH probes. - Cubemap to blend from. - Cubemap to blend to. - Blend weight. - RenderTexture which will hold the result of the blend. - - Returns trues if cubemaps were blended, false otherwise. - + + - + - Checks if a probe has finished a time-sliced render. + Access individual SH coefficients. - An integer representing the RenderID as returned by the RenderProbe method. - - - True if the render has finished, false otherwise. - - See Also: timeSlicingMode - - - + - Refreshes the probe's cubemap. + Provides an interface to the Unity splash screen. - Target RendeTexture in which rendering should be done. Specifying null will update the probe's default texture. - - - An integer representing a RenderID which can subsequently be used to check if the probe has finished rendering while rendering in time-slice mode. - - See Also: IsFinishedRendering - See Also: timeSlicingMode - - - + - Keeps two Rigidbody2D at their relative orientations. + Returns true once the splash screen as finished. This is once all logos have been shown for their specified duration. - + - The current angular offset between the Rigidbody2D that the joint connects. + Initializes the splash screen so it is ready to begin drawing. Call this before you start calling Rendering.SplashScreen.Draw. Internally this function resets the timer and prepares the logos for drawing. - + - Should both the linearOffset and angularOffset be calculated automatically? + Immediately draws the splash screen. Ensure you have called Rendering.SplashScreen.Begin before you start calling this. - + - Scales both the linear and angular forces used to correct the required relative orientation. + Specifies the operation that's performed on the stencil buffer when rendering. - + - The current linear offset between the Rigidbody2D that the joint connects. + Decrements the current stencil buffer value. Clamps to 0. - + - The maximum force that can be generated when trying to maintain the relative joint constraint. + Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. - + - The maximum torque that can be generated when trying to maintain the relative joint constraint. + Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. - + - The world-space position that is currently trying to be maintained. + Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. - + - Color or depth buffer part of a RenderTexture. + Bitwise inverts the current stencil buffer value. - + - Returns native RenderBuffer. Be warned this is not native Texture, but rather pointer to unity struct that can be used with native unity API. Currently such API exists only on iOS. + Keeps the current stencil value. - + - General functionality for all renderers. + Replace the stencil buffer value with reference value (specified in the shader). - + - The bounding volume of the renderer (Read Only). + Sets the stencil buffer value to zero. - + - Makes the rendered 3D object visible if enabled. + Texture "dimension" (type). - + - Has this renderer been statically batched with any other renderers? + Any texture type. - + - Is this renderer visible in any camera? (Read Only) + Cubemap texture. - + - The index of the baked lightmap applied to this renderer. + Cubemap array texture (CubemapArray). - + - The UV scale & offset used for a lightmap. + No texture is assigned. - + - If set, the Renderer will use the Light Probe Proxy Volume component attached to the source game object. + 2D texture (Texture2D). - + - The light probe interpolation type. + 2D array texture (Texture2DArray). - + - Matrix that transforms a point from local space into world space (Read Only). + 3D volume texture (Texture3D). - + - Returns the first instantiated Material assigned to the renderer. + Texture type is not initialized or unknown. - + - Returns all the instantiated materials of this object. + A flag representing each UV channel. - + - Specifies whether this renderer has a per-object motion vector pass. + First UV channel. - + - If set, Renderer will use this Transform's position to find the light or reflection probe. + Second UV channel. - + - The index of the realtime lightmap applied to this renderer. + Third UV channel. - + - The UV scale & offset used for a realtime lightmap. + Fourth UV channel. - + - Does this object receive shadows? + Rendering path of a Camera. - + - Should reflection probes be used for this Renderer? + Deferred Lighting (Legacy). - + - Does this object cast shadows? + Deferred Shading. - + - The shared material of this object. + Forward Rendering. - + - All the shared materials of this object. + Use Player Settings. - + - Unique ID of the Renderer's sorting layer. + Vertex Lit. - + - Name of the Renderer's sorting layer. + RenderMode for the Canvas. - + - Renderer's order within a sorting layer. + Render using the Camera configured on the Canvas. - + - Should light probes be used for this Renderer? + Render at the end of the scene using a 2D Canvas. - + - Matrix that transforms a point from world space into local space (Read Only). + Render using any Camera in the scene that can render the layer. - + - Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur. + The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. - - + - Get per-renderer material property block. + Ambient lighting coming from the sides. - - + - Lets you add per-renderer material parameters without duplicating a material. + Ambient lighting coming from below. - - + - Ambient lighting mode. + How much the light from the Ambient Source affects the scene. - + - Ambient lighting is defined by a custom cubemap. + Flat ambient lighting color. - + - Flat ambient lighting. + Ambient lighting mode. - + - Skybox-based or custom ambient lighting. + Custom or skybox ambient lighting data. - + - Trilight ambient lighting. + Ambient lighting coming from above. - + - Blend mode for controlling the blending. + Custom specular reflection cubemap. - + - Blend factor is (Ad, Ad, Ad, Ad). + Default reflection mode. - + - Blend factor is (Rd, Gd, Bd, Ad). + Cubemap resolution for default reflection. - + - Blend factor is (1, 1, 1, 1). + The fade speed of all flares in the scene. - + - Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). + The intensity of all flares in the scene. - + - Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). + Is fog enabled? - + - Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). + The color of the fog. - + - Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). + The density of the exponential fog. - + - Blend factor is (As, As, As, As). + The ending distance of linear fog. - + - Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). + Fog mode to use. - + - Blend factor is (Rs, Gs, Bs, As). + The starting distance of linear fog. - + - Blend factor is (0, 0, 0, 0). + Size of the Light halos. - + - Blend operation. + The number of times a reflection includes other reflections. - + - Add (s + d). + How much the skybox / custom cubemap reflection affects the scene. - + - Color burn (Advanced OpenGL blending). + The global skybox to use. - + - Color dodge (Advanced OpenGL blending). + The light used by the procedural skybox. - + - Darken (Advanced OpenGL blending). + Fully describes setup of RenderTarget. - + - Difference (Advanced OpenGL blending). + Color Buffers to set. - + - Exclusion (Advanced OpenGL blending). + Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. - + - Hard light (Advanced OpenGL blending). + Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. - + - HSL color (Advanced OpenGL blending). + Cubemap face to render to. - + - HSL Hue (Advanced OpenGL blending). + Depth Buffer to set. - + - HSL luminosity (Advanced OpenGL blending). + Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. - + - HSL saturation (Advanced OpenGL blending). + Slice of a Texture3D or Texture2DArray to set as a render target. - + - Lighten (Advanced OpenGL blending). + Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. - + - Logical AND (s & d) (D3D11.1 only). + Mip Level to render to. - + - Logical inverted AND (!s & d) (D3D11.1 only). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical reverse AND (s & !d) (D3D11.1 only). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical Clear (0). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical Copy (s) (D3D11.1 only). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical inverted Copy (!s) (D3D11.1 only). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical Equivalence !(s XOR d) (D3D11.1 only). + Constructs RenderTargetSetup. + Color Buffer(s) to set. + Depth Buffer to set. + Mip Level to render to. + Cubemap face to render to. + - + - Logical Inverse (!d) (D3D11.1 only). + Render textures are textures that can be rendered to. - + - Logical NAND !(s & d). D3D11.1 only. + Currently active render texture. - + - Logical No-op (d) (D3D11.1 only). + The antialiasing level for the RenderTexture. - + - Logical NOR !(s | d) (D3D11.1 only). + Mipmap levels are generated automatically when this flag is set. - + - Logical OR (s | d) (D3D11.1 only). + Color buffer of the render texture (Read Only). - + - Logical inverted OR (!s | d) (D3D11.1 only). + The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). - + - Logical reverse OR (s | !d) (D3D11.1 only). + Depth/stencil buffer of the render texture (Read Only). - + - Logical SET (1) (D3D11.1 only). + Dimensionality (type) of the render texture. - + - Logical XOR (s XOR d) (D3D11.1 only). + Enable random access write into this render texture on Shader Model 5.0 level shaders. - + - Max. + The color format of the render texture. - + - Min. + The height of the render texture in pixels. - + - Multiply (Advanced OpenGL blending). + If enabled, this Render Texture will be used as a Texture3D. - + - Overlay (Advanced OpenGL blending). + Does this render texture use sRGB read/write conversions (Read Only). - + - Reverse subtract. + Render texture has mipmaps when this flag is set. - + - Screen (Advanced OpenGL blending). + Volume extent of a 3D render texture. - + - Soft light (Advanced OpenGL blending). + The width of the render texture in pixels. - + - Subtract. + Actually creates the RenderTexture. - + - Built-in temporary render textures produced during camera's rendering. + Creates a new RenderTexture object. + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. - + - Target texture of currently rendering camera. + Creates a new RenderTexture object. + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. - + - Currently active render target. + Creates a new RenderTexture object. + Texture width in pixels. + Texture height in pixels. + Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Texture color format. + How or if color space conversions should be done on texture read/write. - + - Camera's depth texture. + Discards the contents of the RenderTexture. + Should the colour buffer be discarded? + Should the depth buffer be discarded? - + - Camera's depth+normals texture. + Discards the contents of the RenderTexture. + Should the colour buffer be discarded? + Should the depth buffer be discarded? - + - Deferred shading G-buffer #0 (typically diffuse color). + Generate mipmap levels of a render texture. - + - Deferred shading G-buffer #1 (typically specular + roughness). + Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + + Pointer to an underlying graphics API depth buffer resource. + - + - Deferred shading G-buffer #2 (typically normals). + Allocate a temporary render texture. + Width in pixels. + Height in pixels. + Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. + Render texture format. + Color space conversion mode. + Anti-aliasing (1,2,4,8). - + - Deferred shading G-buffer #3 (typically emission/lighting). + Is the render texture actually created? - + - Deferred lighting light buffer. + Indicate that there's a RenderTexture restore operation expected. - + - Deferred lighting HDR specular light buffer (Xbox 360 only). + Releases the RenderTexture. - + - Deferred lighting (normals+specular) G-buffer. + Release a temporary texture allocated with GetTemporary. + - + - Reflections gathered from default reflection and reflections probes. + Assigns this RenderTexture as a global shader property named propertyName. + - + - Built-in shader modes used by Rendering.GraphicsSettings. + Does a RenderTexture have stencil buffer? + Render texture, or null for main screen. - + - Don't use any shader, effectively disabling the functionality. + Format of a RenderTexture. - + - Use built-in shader (default). + Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. - + - Use custom shader instead of built-in one. + Color render texture format. 10 bits for colors, 2 bits for alpha. - + - Built-in shader types used by Rendering.GraphicsSettings. + Color render texture format, 8 bits per channel. - + - Shader used for deferred reflection probes. + Color render texture format, 4 bit per channel. - + - Shader used for deferred shading calculations. + Color render texture format, 32 bit floating point per channel. - + - Shader used for depth and normals texture when enabled on a Camera. + Color render texture format, 16 bit floating point per channel. - + - Shader used for legacy deferred lighting calculations. + Four channel (ARGB) render texture format, 32 bit signed integer per channel. - + - Default shader used for lens flares. + Color render texture format, 8 bits per channel. - + - Default shader used for light halos. + Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. - + - Shader used for Motion Vectors when enabled on a Camera. + Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. - + - Shader used for screen-space cascaded shadows. + A depth render texture format. - + - Default shader used by sprites. + Scalar (R) render texture format, 8 bit fixed point. - + - Defines a place in camera's rendering to attach Rendering.CommandBuffer objects to. + Scalar (R) render texture format, 32 bit floating point. - + - After camera's depth+normals texture is generated. + Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. - + - After camera's depth texture is generated. + Color render texture format. - + - After camera has done rendering everything. + Two color (RG) render texture format, 32 bit floating point per channel. - + - After final geometry pass in deferred lighting. + Two color (RG) render texture format, 16 bit floating point per channel. - + - After transparent objects in forward rendering. + Two channel (RG) render texture format, 32 bit signed integer per channel. - + - After opaque objects in forward rendering. + Scalar (R) render texture format, 16 bit floating point. - + - After deferred rendering G-buffer is rendered. + Scalar (R) render texture format, 32 bit signed integer. - + - After image effects. + A native shadowmap render texture format. - + - After image effects that happen between opaque & transparent objects. + Color space conversion mode of a RenderTexture. - + - After lighting pass in deferred rendering. + Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. - + - After reflections pass in deferred rendering. + Default color space conversion based on project settings. - + - After skybox is drawn. + Render texture contains linear (non-color) data; don't perform color conversions on it. - + - Before camera's depth+normals texture is generated. + The RequireComponent attribute automatically adds required components as dependencies. - + - Before camera's depth texture is generated. + Require a single component. + - + - Before final geometry pass in deferred lighting. + Require a two components. + + - + - Before transparent objects in forward rendering. + Require three components. + + + - + - Before opaque objects in forward rendering. + Represents a display resolution. - + - Before deferred rendering G-buffer is rendered. + Resolution height in pixels. - + - Before image effects. + Resolution's vertical refresh rate in Hz. - + - Before image effects that happen between opaque & transparent objects. + Resolution width in pixels. - + - Before lighting pass in deferred rendering. + Returns a nicely formatted string of the resolution. + + A string with the format "width x height @ refreshRateHz". + - + - Before reflections pass in deferred rendering. + Asynchronous load request from the Resources bundle. - + - Before skybox is drawn. + Asset object being loaded (Read Only). - + - Specifies which color components will get written into the target framebuffer. + The Resources class allows you to find and access Objects including assets. - + - Write all components (R, G, B and Alpha). + Returns a list of all objects of Type type. + Type of the class to match while searching. + + An array of objects whose class is type or is derived from type. + - + - Write alpha component. + Returns a list of all objects of Type T. - + - Write blue component. + Loads an asset stored at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. - + - Write green component. + Loads an asset stored at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. - + - Write red component. + Loads an asset stored at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - + - List of graphics commands to execute. + Loads all assets in a folder or file at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. - + - Name of this command buffer. + Loads all assets in a folder or file at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. - + - Size of this command buffer in bytes (Read Only). + Loads all assets in a folder or file at path in a Resources folder. + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - + - Add a "blit into a render texture" command. + Returns a resource at an asset path (Editor Only). - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + Pathname of the target asset. + Type filter for objects returned. - + - Add a "blit into a render texture" command. + Returns a resource at an asset path (Editor Only). - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + Pathname of the target asset. - + - Add a "blit into a render texture" command. + Asynchronously loads an asset stored at path in a Resources folder. - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + - + - Add a "blit into a render texture" command. + Asynchronously loads an asset stored at path in a Resources folder. - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + Type filter for objects returned. + - + - Add a "blit into a render texture" command. + Asynchronously loads an asset stored at path in a Resources folder. - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - + - Add a "blit into a render texture" command. + Unloads assetToUnload from memory. - Source texture or render target to blit from. - Destination to blit into. - Material to use. - Shader pass to use (default is -1, meaning "all passes"). + - + - Clear all commands in the buffer. + Unloads assets that are not used. + + Object on which you can yield to wait until the operation completes. + - + - Adds a "clear render target" command. + Control of an object's position through physics simulation. - Should clear depth buffer? - Should clear color buffer? - Color to clear with. - Depth to clear with (default is 1.0). - + - Create a new empty command buffer. + The angular drag of the object. - + - Add a "draw mesh" command. + The angular velocity vector of the rigidbody. - Mesh to draw. - Transformation matrix to use. - Material to use. - Which subset of the mesh to render. - Which pass of the shader to use (default is -1, which renders all passes). - Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. - + - Add a "draw procedural geometry" command. + The center of mass relative to the transform's origin. - Transformation matrix to use. - Material to use. - Which pass of the shader to use (or -1 for all passes). - Topology of the procedural geometry. - Vertex count to render. - Instance count to render. - Additional material properties to apply just before rendering. See MaterialPropertyBlock. - + - Add a "draw procedural geometry" command. + The Rigidbody's collision detection mode. - Transformation matrix to use. - Material to use. - Which pass of the shader to use (or -1 for all passes). - Topology of the procedural geometry. - Additional material properties to apply just before rendering. See MaterialPropertyBlock. - Buffer with draw arguments. - Byte offset where in the buffer the draw arguments are. - + - Add a "draw renderer" command. + Controls which degrees of freedom are allowed for the simulation of this Rigidbody. - Renderer to draw. - Material to use. - Which subset of the mesh to render. - Which pass of the shader to use (default is -1, which renders all passes). - + - Add a "get a temporary render texture" command. + Should collision detection be enabled? (By default always enabled). - Shader property name for this texture. - Width in pixels, or -1 for "camera pixel width". - Height in pixels, or -1 for "camera pixel height". - Depth buffer bits (0, 16 or 24). - Texture filtering mode (default is Point). - Format of the render texture (default is ARGB32). - Color space conversion mode. - Anti-aliasing (default is no anti-aliasing). - + - Send a user-defined event to a native code plugin. + The drag of the object. - Native code callback to queue for Unity's renderer to invoke. - User defined id to send to the callback. - + - Add a "release a temporary render texture" command. + Controls whether physics will change the rotation of the object. - Shader property name for this texture. - + - Add a "set global shader color property" command. + The diagonal inertia tensor of mass relative to the center of mass. - - - - + - Add a "set global shader color property" command. + The rotation of the inertia tensor. - - - - + - Add a "set global shader float property" command. + Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. - - - - + - Add a "set global shader float property" command. + Controls whether physics affects the rigidbody. - - - - + - Add a "set global shader float array property" command. + The mass of the rigidbody. - - - - + - Add a "set global shader float array property" command. + The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. - - - - + - Add a "set global shader matrix property" command. + Maximum velocity of a rigidbody when moving out of penetrating state. - - - - + - Add a "set global shader matrix property" command. + The position of the rigidbody. - - - - + - Add a "set global shader matrix array property" command. + The rotation of the rigidbody. - - - - + - Add a "set global shader matrix array property" command. + The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. - - - - + - Add a "set global shader texture property" command, referencing a RenderTexture. + The mass-normalized energy threshold, below which objects start going to sleep. - - - - + - Add a "set global shader texture property" command, referencing a RenderTexture. + The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. - - - - + - Add a "set global shader vector property" command. + The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. - - - - + - Add a "set global shader vector property" command. + The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. - - - - + - Add a "set global shader vector array property" command. + Force cone friction to be used for this rigidbody. - - - - + - Add a "set global shader vector array property" command. + Controls whether gravity affects this rigidbody. - - - - + - Add a "set active render target" command. + The velocity vector of the rigidbody. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. - + - Add a "set active render target" command. + The center of mass of the rigidbody in world space (Read Only). - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. - + - Add a "set active render target" command. + Applies a force to a rigidbody that simulates explosion effects. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. - + - Add a "set active render target" command. + Applies a force to a rigidbody that simulates explosion effects. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. - + - Add a "set active render target" command. + Applies a force to a rigidbody that simulates explosion effects. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. + The force of the explosion (which may be modified by distance). + The centre of the sphere within which the explosion has its effect. + The radius of the sphere within which the explosion has its effect. + Adjustment to the apparent position of the explosion to make it seem to lift objects. + The method used to apply the force to its targets. - + - Add a "set active render target" command. + Adds a force to the Rigidbody. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. + Force vector in world coordinates. + Type of force to apply. - + - Add a "set active render target" command. + Adds a force to the Rigidbody. - Render target to set for both color & depth buffers. - Render target to set as a color buffer. - Render targets to set as color buffers (MRT). - Render target to set as a depth buffer. - The mip level of the render target to render into. - The cubemap face of a cubemap render target to render into. + Force vector in world coordinates. + Type of force to apply. - + - Add a "set shadow sampling mode" command. + Adds a force to the Rigidbody. - Shadowmap render target to change the sampling mode on. - New sampling mode. + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. - + - Depth or stencil comparison function. + Adds a force to the Rigidbody. + Size of force along the world x-axis. + Size of force along the world y-axis. + Size of force along the world z-axis. + Type of force to apply. - + - Always pass depth or stencil test. + Applies force at position. As a result this will apply a torque and force on the object. + Force vector in world coordinates. + Position in world coordinates. + - + - Depth or stencil test is disabled. + Applies force at position. As a result this will apply a torque and force on the object. + Force vector in world coordinates. + Position in world coordinates. + - + - Pass depth or stencil test when values are equal. + Adds a force to the rigidbody relative to its coordinate system. + Force vector in local coordinates. + - + - Pass depth or stencil test when new value is greater than old one. + Adds a force to the rigidbody relative to its coordinate system. + Force vector in local coordinates. + - + - Pass depth or stencil test when new value is greater or equal than old one. + Adds a force to the rigidbody relative to its coordinate system. + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + - + - Pass depth or stencil test when new value is less than old one. + Adds a force to the rigidbody relative to its coordinate system. + Size of force along the local x-axis. + Size of force along the local y-axis. + Size of force along the local z-axis. + - + - Pass depth or stencil test when new value is less or equal than old one. + Adds a torque to the rigidbody relative to its coordinate system. + Torque vector in local coordinates. + - + - Never pass depth or stencil test. + Adds a torque to the rigidbody relative to its coordinate system. + Torque vector in local coordinates. + - + - Pass depth or stencil test when values are different. + Adds a torque to the rigidbody relative to its coordinate system. + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + - + - Support for various Graphics.CopyTexture cases. + Adds a torque to the rigidbody relative to its coordinate system. + Size of torque along the local x-axis. + Size of torque along the local y-axis. + Size of torque along the local z-axis. + - + - Basic Graphics.CopyTexture support. + Adds a torque to the rigidbody. + Torque vector in world coordinates. + - + - Support for Texture3D in Graphics.CopyTexture. + Adds a torque to the rigidbody. + Torque vector in world coordinates. + - + - Support for Graphics.CopyTexture between different texture types. + Adds a torque to the rigidbody. + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + - + - No support for Graphics.CopyTexture. + Adds a torque to the rigidbody. + Size of torque along the world x-axis. + Size of torque along the world y-axis. + Size of torque along the world z-axis. + - + - Support for RenderTexture to Texture copies in Graphics.CopyTexture. + The closest point to the bounding box of the attached colliders. + - + - Support for Texture to RenderTexture copies in Graphics.CopyTexture. + The velocity of the rigidbody at the point worldPoint in global space. + - + - Backface culling mode. + The velocity relative to the rigidbody at the point relativePoint. + - + - Cull back-facing geometry. + Is the rigidbody sleeping? - + - Cull front-facing geometry. + Moves the rigidbody to position. + The new position for the Rigidbody object. - + - Disable culling. + Rotates the rigidbody to rotation. + The new rotation for the Rigidbody. - + - Default reflection mode. + Reset the center of mass of the rigidbody. - + - Custom default reflection. + Reset the inertia tensor value and rotation. - + - Skybox-based default reflection. + Sets the mass based on the attached colliders assuming a constant density. + - + - Graphics device API type. + Forces a rigidbody to sleep at least one frame. - + - Direct3D 11 graphics API. + Tests if a rigidbody would collide with anything, if it was moved through the scene. + The direction into which to sweep the rigidbody. + If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). + The length of the sweep. + Specifies whether this query should hit Triggers. + + True when the rigidbody sweep intersects any collider, otherwise false. + - + - Direct3D 12 graphics API. + Like Rigidbody.SweepTest, but returns all hits. + The direction into which to sweep the rigidbody. + The length of the sweep. + Specifies whether this query should hit Triggers. + + An array of all colliders hit in the sweep. + - + - Direct3D 9 graphics API. + Forces a rigidbody to wake up. - + - iOS Metal graphics API. + Rigidbody physics component for 2D sprites. - + - Nintendo 3DS graphics API. + Coefficient of angular drag. - + - No graphics API. + Angular velocity in degrees per second. - + - OpenGL 2.x graphics API. (deprecated, only available on Linux and MacOSX) + The physical behaviour type of the Rigidbody2D. - + - OpenGL (Core profile - GL3 or later) graphics API. + The center of mass of the rigidBody in local space. - + - OpenGL ES 2.0 graphics API. + The method used by the physics engine to check if two objects have collided. - + - OpenGL ES 3.0 graphics API. + Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. - + - PlayStation 3 graphics API. + Coefficient of drag. - + - PlayStation 4 graphics API. + Should the rigidbody be prevented from rotating? - + - PlayStation Mobile (PSM) graphics API. + Controls whether physics will change the rotation of the object. - + - PlayStation Vita graphics API. + The degree to which this object is affected by gravity. - + - Xbox 360 graphics API. + The rigidBody rotational inertia. - + - Xbox One graphics API. + Physics interpolation used between updates. - + - Script interface for. + Should this rigidbody be taken out of physics control? - + - Get custom shader used instead of a built-in shader. + Mass of the rigidbody. - Built-in shader type to query custom shader for. - - The shader used. - - + - Get built-in shader mode. + The position of the rigidbody. - Built-in shader type to query. - - Mode used for built-in shader. - - + - Set custom shader to use instead of a built-in shader. + The rotation of the rigidbody. - Built-in shader type to set custom shader to. - The shader to use. - + - Set built-in shader mode. + The PhysicsMaterial2D that is applied to all Collider2D attached to this Rigidbody2D. - Built-in shader type to change. - Mode to use for built-in shader. - + - Defines a place in light's rendering to attach Rendering.CommandBuffer objects to. + Indicates whether the rigid body should be simulated or not by the physics system. - + - After directional light screenspace shadow mask is computed. + The sleep state that the rigidbody will initially be in. - + - After shadowmap is rendered. + Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders? - + - Before directional light screenspace shadow mask is computed. + Should kinematickinematic and kinematicstatic collisions be allowed? - + - Before shadowmap is rendered. + Linear velocity of the rigidbody. - + - Light probe interpolation type. + Gets the center of mass of the rigidBody in global space. - + - Simple light probe interpolation is used. + Apply a force to the rigidbody. + Components of the force in the X and Y axes. + The method used to apply the specified force. - + - Light Probes are not used. + Apply a force at a given position in space. + Components of the force in the X and Y axes. + Position in world space to apply the force. + The method used to apply the specified force. - + - Uses a 3D grid of interpolated light probes. + Adds a force to the rigidbody2D relative to its coordinate system. + Components of the force in the X and Y axes. + The method used to apply the specified force. - + - Opaque object sorting mode of a Camera. + Apply a torque at the rigidbody's centre of mass. + Torque to apply. + The force mode to use. - + - Default opaque sorting mode. + All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D. + Vector representing the direction to cast each Collider2D shape. + Array to receive results. + Maximum distance over which to cast the shape(s). + + The number of results returned. + - + - Do rough front-to-back sorting of opaque objects. + Get a local space point given the point point in rigidBody global space. + The global space point to transform into local space. - + - Do not sort opaque objects by distance. + The velocity of the rigidbody at the point Point in global space. + The global space point to calculate velocity for. - + - Shader pass type for Unity's lighting pipeline. + Get a global space point given the point relativePoint in rigidBody local space. + The local space point to transform into global space. - + - Deferred Shading shader pass. + The velocity of the rigidbody at the point Point in local space. + The local space point to calculate velocity for. - + - Forward rendering additive pixel light pass. + Get a global space vector given the vector relativeVector in rigidBody local space. + The local space vector to transform into a global space vector. - + - Forward rendering base pass. + Get a local space vector given the vector vector in rigidBody global space. + The global space vector to transform into a local space vector. - + - Legacy deferred lighting (light pre-pass) base pass. + Is the rigidbody "awake"? - + - Legacy deferred lighting (light pre-pass) final pass. + Is the rigidbody "sleeping"? - + - Shader pass used to generate the albedo and emissive values used as input to lightmapping. + Check whether any of the collider(s) attached to this rigidbody are touching the collider or not. + The collider to check if it is touching any of the collider(s) attached to this rigidbody. + + Whether the collider is touching any of the collider(s) attached to this rigidbody or not. + - + - Motion vector render pass. + Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + Any colliders on any of these layers count as touching. + + Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + - + - Regular shader pass that does not interact with lighting. + Moves the rigidbody to position. + The new position for the Rigidbody object. - + - Shadow caster & depth texure shader pass. + Rotates the rigidbody to angle (given in degrees). + The new rotation angle for the Rigidbody object. - + - Legacy vertex-lit shader pass. + Check if any of the Rigidbody2D colliders overlap a point in space. + A point in world space. + + Whether the point overlapped any of the Rigidbody2D colliders. + - + - Legacy vertex-lit shader pass, with mobile lightmaps. + Make the rigidbody "sleep". - + - Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps. + Disables the "sleeping" state of a rigidbody. - + - Determines how Unity will compress baked reflection cubemap. + Use these flags to constrain motion of Rigidbodies. - + - Baked Reflection cubemap will be compressed if compression format is suitable. + Freeze rotation and motion along all axes. - + - Baked Reflection cubemap will be compressed. + Freeze motion along all axes. - + - Baked Reflection cubemap will be left uncompressed. + Freeze motion along the X-axis. - + - ReflectionProbeBlendInfo contains information required for blending probes. + Freeze motion along the Y-axis. - + - Reflection Probe used in blending. + Freeze motion along the Z-axis. - + - Specifies the weight used in the interpolation between two probes, value varies from 0.0 to 1.0. + Freeze rotation along all axes. - + - Values for ReflectionProbe.clearFlags, determining what to clear when rendering a ReflectionProbe. + Freeze rotation along the X-axis. - + - Clear with the skybox. + Freeze rotation along the Y-axis. - + - Clear with a background color. + Freeze rotation along the Z-axis. - + - Reflection probe's update mode. + No constraints. - + - Reflection probe is baked in the Editor. + Use these flags to constrain motion of the Rigidbody2D. - + - Reflection probe uses a custom texture specified by the user. + Freeze rotation and motion along all axes. - + - Reflection probe is updating in realtime. + Freeze motion along the X-axis and Y-axis. - + - An enum describing the way a realtime reflection probe refreshes in the Player. + Freeze motion along the X-axis. - + - Causes Unity to update the probe's cubemap every frame. -Note that updating a probe is very costly. Setting this option on too many probes could have a significant negative effect on frame rate. Use time-slicing to help improve performance. - -See Also: ReflectionProbeTimeSlicingMode. + Freeze motion along the Y-axis. - + - Causes the probe to update only on the first frame it becomes visible. The probe will no longer update automatically, however you may subsequently use RenderProbe to refresh the probe - -See Also: ReflectionProbe.RenderProbe. + Freeze rotation along the Z-axis. - + - Using this option indicates that the probe will never be automatically updated by Unity. This is useful if you wish to completely control the probe refresh behavior via scripting. - -See Also: ReflectionProbe.RenderProbe. + No constraints. - + - When a probe's ReflectionProbe.refreshMode is set to ReflectionProbeRefreshMode.EveryFrame, this enum specify whether or not Unity should update the probe's cubemap over several frames or update the whole cubemap in one frame. -Updating a probe's cubemap is a costly operation. Unity needs to render the entire scene for each face of the cubemap, as well as perform special blurring in order to get glossy reflections. The impact on frame rate can be significant. Time-slicing helps maintaning a more constant frame rate during these updates by performing the rendering over several frames. + Rigidbody interpolation mode. - + - Instructs Unity to use time-slicing by first rendering all faces at once, then spreading the remaining work over the next 8 frames. Using this option, updating the probe will take 9 frames. + Extrapolation will predict the position of the rigidbody based on the current velocity. - + - Instructs Unity to spread the rendering of each face over several frames. Using this option, updating the cubemap will take 14 frames. This option greatly reduces the impact on frame rate, however it may produce incorrect results, especially in scenes where lighting conditions change over these 14 frames. + Interpolation will always lag a little bit behind but can be smoother than extrapolation. - + - Unity will render the probe entirely in one frame. + No Interpolation. - + - Reflection probe type: cube or card. + Interpolation mode for Rigidbody2D objects. - + - Surrounding of the reflection probe is rendered onto a quad. + Smooth an object's movement based on an estimate of its position in the next frame. - + - Surrounding of the reflection probe is rendered into cubemap. + Smooth movement based on the object's positions in previous frames. - + - Reflection Probe usage. + Do not apply any smoothing to the object's movement. - + - Reflection probes are enabled. Blending occurs only between probes, useful in indoor environments. The renderer will use default reflection if there are no reflection probes nearby, but no blending between default reflection and probe will occur. + Settings for a Rigidbody2D's initial sleep state. - + - Reflection probes are enabled. Blending occurs between probes or probes and default reflection, useful for outdoor environments. + Rigidbody2D never automatically sleeps. - + - Reflection probes are disabled, skybox will be used for reflection. + Rigidbody2D is initially asleep. - + - Reflection probes are enabled, but no blending will occur between probes when there are two overlapping volumes. + Rigidbody2D is initially awake. - + - Handling of loading RenderBuffer contents on setting as active RenderTarget. + The physical behaviour type of the Rigidbody2D. - + - RenderBuffer will try to skip loading its contents on setting as Render Target. + Sets the Rigidbody2D to have dynamic behaviour. - + - Make RenderBuffer to Load its contents when setting as RenderTarget. + Sets the Rigidbody2D to have kinematic behaviour. - + - Handling of storing RenderBuffer contents after it was an active RenderTarget and another RenderTarget was set. + Sets the Rigidbody2D to have static behaviour. - + - RenderBuffer will try to skip storing its contents. + Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. - + - Make RenderBuffer to Store its contents. + Use Slerp drive. - + - Determine in which order objects are renderered. + Use XY & Z Drive. - + - Alpha tested geometry uses this queue. + Attribute for setting up RPC functions. - + - This render queue is rendered before any others. + Option for who will receive an RPC, used by NetworkView.RPC. - + - Opaque geometry uses this queue. + Sends to everyone. - + - This render queue is meant for overlay effects. + Sends to everyone and adds to the buffer. - + - This render queue is rendered after Geometry and AlphaTest, in back-to-front order. + Sends to everyone except the sender. - + - Identifies a RenderTexture for a Rendering.CommandBuffer. + Sends to everyone except the sender and adds to the buffer. - + - Creates a render target identifier. + Sends to the server only. - RenderTexture object to use. - Built-in temporary render texture type. - Temporary render texture name. - Temporary render texture name (as integer, see Shader.PropertyToID). - + - Creates a render target identifier. + Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime. - RenderTexture object to use. - Built-in temporary render texture type. - Temporary render texture name. - Temporary render texture name (as integer, see Shader.PropertyToID). - + - Creates a render target identifier. + Retrieves all AnimationClip used by the controller. - RenderTexture object to use. - Built-in temporary render texture type. - Temporary render texture name. - Temporary render texture name (as integer, see Shader.PropertyToID). - + - Creates a render target identifier. + Set RuntimeInitializeOnLoadMethod type. - RenderTexture object to use. - Built-in temporary render texture type. - Temporary render texture name. - Temporary render texture name (as integer, see Shader.PropertyToID). - + - How shadows are cast from this object. + After scene is loaded. - + - No shadows are cast from this object. + Before scene is loaded. - + - Shadows are cast from this object. + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. - + - Object casts shadows, but is otherwise invisible in the scene. + Set RuntimeInitializeOnLoadMethod type. - + - Shadows are cast from this object, treating it as two-sided. + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + RuntimeInitializeLoadType: Before or After scene is loaded. - + - Used by CommandBuffer.SetShadowSamplingMode. + Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + RuntimeInitializeLoadType: Before or After scene is loaded. - + - Default shadow sampling mode: sampling with a comparison filter. + The platform application is running. Returned by Application.platform. - + - Shadow sampling mode for sampling the depth value. + In the player on the Apple's tvOS. - + - Spherical harmonics up to the second order (3 bands, 9 coefficients). + In the player on Android devices. - + - Add ambient lighting to probe data. + In the player on the iPhone. - - + - Add directional light to probe data. + In the Unity editor on Linux. - - - - + - Clears SH probe to zero. + In the player on Linux. - + - Returns true if SH probes are equal. + In the Dashboard widget on macOS. - - - + - Scales SH by a given factor. + In the Unity editor on macOS. - - - + - Scales SH by a given factor. + In the player on macOS. - - - + - Returns true if SH probes are different. + In the web player on macOS. - - - + - Adds two SH probes. + In the player on the Playstation 4. - - - + - Access individual SH coefficients. + In the player on the PS Vita. - + - Specifies the operation that's performed on the stencil buffer when rendering. + In the player on Samsung Smart TV. - + - Decrements the current stencil buffer value. Clamps to 0. + In the player on Tizen. - + - Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero. + In the player on WebGL? - + - Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + In the player on Wii U. - + - Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value. + In the Unity editor on Windows. - + - Bitwise inverts the current stencil buffer value. + In the player on Windows. - + - Keeps the current stencil value. + In the web player on Windows. - + - Replace the stencil buffer value with reference value (specified in the shader). + In the player on Windows Store Apps when CPU architecture is ARM. - + - Sets the stencil buffer value to zero. + In the player on Windows Store Apps when CPU architecture is X64. - + - Texture "dimension" (type). + In the player on Windows Store Apps when CPU architecture is X86. - + - Any texture type. + In the player on Xbox One. - + - Cubemap texture. + Interface into SamsungTV specific functionality. - + - No texture is assigned. + Returns true if there is an air mouse available. - + - 2D texture (Texture2D). + Changes the type of input the gamepad produces. - + - 2D array texture (Texture2DArray). + Changes the type of input the gesture camera produces. - + - 3D volume texture (Texture3D). + Returns true if the camera sees a hand. - + - Texture type is not initialized or unknown. + The type of input the remote's touch pad produces. - + - Rendering path of a Camera. + Types of input the gamepad can produce. - + - Deferred Lighting (Legacy). + Joystick style input. - + - Deferred Shading. + Mouse style input. - + - Forward Rendering. + Types of input the gesture camera can produce. - + - Use Player Settings. + Two hands control two joystick axes. - + - Vertex Lit. + Hands control the mouse pointer. - + - RenderMode for the Canvas. + No gesture input from the camera. - + - Render using the Camera configured on the Canvas. + Access to TV specific information. - + - Render at the end of the scene using a 2D Canvas. + The server type. Possible values: +Developing, Development, Invalid, Operating. - + - Render using any Camera in the scene that can render the layer. + Get local time on TV. - + - The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. + Get UID from TV. - + - Ambient lighting coming from the sides. + Set the system language that is returned by Application.SystemLanguage. + - + - Ambient lighting coming from below. + Types of input the remote's touchpad can produce. - + - How much the light from the Ambient Source affects the scene. + Remote dependent. On 2013 TVs dpad directions are determined by swiping in the correlating direction. On 2014 and 2015 TVs the remote has dpad buttons. - + - Flat ambient lighting color. + Touchpad works like an analog joystick. Not supported on the 2015 TV as there is no touchpad. - + - Ambient lighting mode. + Touchpad controls a remote curosr like a laptop's touchpad. This can be replaced by airmouse functionality which is available on 2014 and 2015 TVs. - + - Custom or skybox ambient lighting data. + Scaling mode to draw textures with. - + - Ambient lighting coming from above. + Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped. - + - Custom specular reflection cubemap. + Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture. - + - Default reflection mode. + Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture. - + - Cubemap resolution for default reflection. + Used when loading a scene in a player. - + - The fade speed of all flares in the scene. + Adds the scene to the current loaded scenes. - + - The intensity of all flares in the scene. + Closes all current loaded scenes and loads a scene. - + - Is fog enabled? + Run-time data structure for *.unity file. - + - The color of the fog. + Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle. - + - The density of the exponential fog. + Returns true if the scene is modifed. - + - The ending distance of linear fog. + Returns true if the scene is loaded. - + - Fog mode to use. + Returns the name of the scene. - + - The starting distance of linear fog. + Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity". - + - Size of the Light halos. + The number of root transforms of this scene. - + - The number of times a reflection includes other reflections. + Returns all the root game objects in the scene. + + An array of game objects. + - + - How much the skybox / custom cubemap reflection affects the scene. + Returns all the root game objects in the scene. + A list which is used to return the root game objects. - + - The global skybox to use. + Whether this is a valid scene. +A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid. + + Whether this is a valid scene. + - + - Fully describes setup of RenderTarget. + Returns true if the Scenes are equal. + + - + - Color Buffers to set. + Returns true if the Scenes are different. + + - + - Load Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + Scene management at run-time. - + - Store Actions for Color Buffers. It will override any actions set on RenderBuffers themselves. + Add a delegate to this to get notifications when the active scene has changed + - + - Cubemap face to render to. + The total number of currently loaded scenes. - + - Depth Buffer to set. + Number of scenes in Build Settings. - + - Load Action for Depth Buffer. It will override any actions set on RenderBuffer itself. + Add a delegate to this to get notifications when a scene has loaded + - + - Slice of a Texture3D or Texture2DArray to set as a render target. + Add a delegate to this to get notifications when a scene has unloaded + - + - Store Actions for Depth Buffer. It will override any actions set on RenderBuffer itself. + Create an empty new scene at runtime with the given name. + The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes. + + A reference to the new scene that was created, or an invalid scene if creation failed. + - + - Mip Level to render to. + Gets the currently active scene. + + The active scene. + - + - Constructs RenderTargetSetup. + Returns an array of all the scenes currently open in the hierarchy. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + + Array of Scenes in the Hierarchy. + - + - Constructs RenderTargetSetup. + Get the scene at index in the SceneManager's list of added scenes. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. + + A reference to the scene at the index specified. + - + - Constructs RenderTargetSetup. + Get a scene struct from a build index. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + Build index as shown in the Build Settings window. + + A reference to the scene, if valid. If not, an invalid scene is returned. + - + - Constructs RenderTargetSetup. + Searches through the scenes added to the SceneManager for a scene with the given name. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + Name of scene to find. + + A reference to the scene, if valid. If not, an invalid scene is returned. + - + - Constructs RenderTargetSetup. + Searches all scenes added to the SceneManager for a scene that has the given asset path. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". + + A reference to the scene, if valid. If not, an invalid scene is returned. + - + - Constructs RenderTargetSetup. + Loads the scene by its name or index in Build Settings. - Color Buffer(s) to set. - Depth Buffer to set. - Mip Level to render to. - Cubemap face to render to. - + Name or path of the scene to load. + Index of the scene in the Build Settings to load. + Allows you to specify whether or not to load the scene additively. + See SceneManagement.LoadSceneMode for more information about the options. - + - Render textures are textures that can be rendered to. + Loads the scene by its name or index in Build Settings. + Name or path of the scene to load. + Index of the scene in the Build Settings to load. + Allows you to specify whether or not to load the scene additively. + See SceneManagement.LoadSceneMode for more information about the options. - + - Currently active render texture. + Loads the scene asynchronously in the background. + Name or path of the scene to load. + Index of the scene in the Build Settings to load. + If LoadSceneMode.Single then all current scenes will be unloaded before loading. + + Use the AsyncOperation to determine if the operation has completed. + - + - The antialiasing level for the RenderTexture. + Loads the scene asynchronously in the background. + Name or path of the scene to load. + Index of the scene in the Build Settings to load. + If LoadSceneMode.Single then all current scenes will be unloaded before loading. + + Use the AsyncOperation to determine if the operation has completed. + - + - Color buffer of the render texture (Read Only). + This will merge the source scene into the destinationScene. +This function merges the contents of the source scene into the destination scene, and deletes the source scene. All GameObjects at the root of the source scene are moved to the root of the destination scene. +NOTE: This function is destructive: The source scene will be destroyed once the merge has been completed. + The scene that will be merged into the destination scene. + Existing scene to merge the source scene into. - + - The precision of the render texture's depth buffer in bits (0, 16, 24 are supported). + Move a GameObject from its current scene to a new Scene. +You can only move root GameObjects from one Scene to another. This means the GameObject to move must not be a child of any other GameObject in its Scene. + GameObject to move. + Scene to move into. - + - Depth/stencil buffer of the render texture (Read Only). + Set the scene to be active. + The scene to be set. + + Returns false if the scene is not loaded yet. + - + - Dimensionality (type) of the render texture. + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in the Build Settings to unload. + Name or path of the scene to unload. + Scene to unload. + + Returns true if the scene is unloaded. + - + - Enable random access write into this render texture on Shader Model 5.0 level shaders. + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in the Build Settings to unload. + Name or path of the scene to unload. + Scene to unload. + + Returns true if the scene is unloaded. + - + - The color format of the render texture. + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in the Build Settings to unload. + Name or path of the scene to unload. + Scene to unload. + + Returns true if the scene is unloaded. + - + - Should mipmap levels be generated automatically? + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in BuildSettings. + Name or path of the scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + - + - The height of the render texture in pixels. + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in BuildSettings. + Name or path of the scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + - + - If enabled, this Render Texture will be used as a Texture3D. + Destroyes all GameObjects associated with the given scene and removes the scene from the SceneManager. + Index of the scene in BuildSettings. + Name or path of the scene to unload. + Scene to unload. + + Use the AsyncOperation to determine if the operation has completed. + - + - Does this render texture use sRGB read/write conversions (Read Only). + Scene and Build Settings related utilities. - + - Use mipmaps on a render texture? + Get the build index from a scene path. + Scene path (e.g: "AssetsScenesScene1.unity"). + + Build index. + - + - Volume extent of a 3D render texture. + Get the scene path from a build index. + + + Scene path (e.g "AssetsScenesScene1.unity"). + - + - The width of the render texture in pixels. + Access to display information. - + - Actually creates the RenderTexture. + Allow auto-rotation to landscape left? - + - Creates a new RenderTexture object. + Allow auto-rotation to landscape right? - Texture width in pixels. - Texture height in pixels. - Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. - Texture color format. - How or if color space conversions should be done on texture read/write. - + - Creates a new RenderTexture object. + Allow auto-rotation to portrait? - Texture width in pixels. - Texture height in pixels. - Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. - Texture color format. - How or if color space conversions should be done on texture read/write. - + - Creates a new RenderTexture object. + Allow auto-rotation to portrait, upside down? - Texture width in pixels. - Texture height in pixels. - Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer. - Texture color format. - How or if color space conversions should be done on texture read/write. - + - Discards the contents of the RenderTexture. + The current screen resolution (Read Only). - Should the colour buffer be discarded? - Should the depth buffer be discarded? - + - Discards the contents of the RenderTexture. + The current DPI of the screen / device (Read Only). - Should the colour buffer be discarded? - Should the depth buffer be discarded? - + - Retrieve a native (underlying graphics API) pointer to the depth buffer resource. + Is the game running fullscreen? - - Pointer to an underlying graphics API depth buffer resource. - - + - Allocate a temporary render texture. + The current height of the screen window in pixels (Read Only). - Width in pixels. - Height in pixels. - Depth buffer bits (0, 16 or 24). Note that only 24 bit depth has stencil buffer. - Render texture format. - Color space conversion mode. - Anti-aliasing (1,2,4,8). - + - Is the render texture actually created? + Should the cursor be locked? - + - Indicate that there's a RenderTexture restore operation expected. + Specifies logical orientation of the screen. - + - Releases the RenderTexture. + All fullscreen resolutions supported by the monitor (Read Only). - + - Release a temporary texture allocated with GetTemporary. + Should the cursor be visible? - - + - Assigns this RenderTexture as a global shader property named propertyName. + A power saving setting, allowing the screen to dim some time after the last active user interaction. - - + - Does a RenderTexture have stencil buffer? + The current width of the screen window in pixels (Read Only). - Render texture, or null for main screen. - + - Format of a RenderTexture. + Switches the screen resolution. + + + + - + - Color render texture format, 1 bit for Alpha channel, 5 bits for Red, Green and Blue channels. + Switches the screen resolution. + + + + - + - Color render texture format. 10 bits for colors, 2 bits for alpha. + Describes screen orientation. - + - Color render texture format, 8 bits per channel. + Auto-rotates the screen as necessary toward any of the enabled orientations. - + - Color render texture format, 4 bit per channel. + Landscape orientation, counter-clockwise from the portrait orientation. - + - Color render texture format, 32 bit floating point per channel. + Landscape orientation, clockwise from the portrait orientation. - + - Color render texture format, 16 bit floating point per channel. + Portrait orientation. - + - Four channel (ARGB) render texture format, 32 bit signed integer per channel. + Portrait orientation, upside down. - + - Color render texture format, 8 bits per channel. + A class you can derive from if you want to create objects that don't need to be attached to game objects. - + - Default color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + Creates an instance of a scriptable object. + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + - + - Default HDR color render texture format: will be chosen accordingly to Frame Buffer format and Platform. + Creates an instance of a scriptable object. + The type of the ScriptableObject to create, as the name of the type. + The type of the ScriptableObject to create, as a System.Type instance. + + The created ScriptableObject. + - + - A depth render texture format. + Creates an instance of a scriptable object. + + The created ScriptableObject. + - + - Scalar (R) render texture format, 8 bit fixed point. + PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. - + - Scalar (R) render texture format, 32 bit floating point. + Webplayer security related class. Not supported from 5.4.0 onwards. - + - Color render texture format. R and G channels are 11 bit floating point, B channel is 10 bit floating point. + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + - + - Color render texture format. + Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + Assembly to verify. + Public key used to verify assembly. + + Loaded, verified, assembly, or null if the assembly cannot be verfied. + - + - Two color (RG) render texture format, 32 bit floating point per channel. + Prefetch the webplayer socket security policy from a non-default port number. + IP address of server. + Port from where socket policy is read. + Time to wait for response. - + - Two color (RG) render texture format, 16 bit floating point per channel. + Prefetch the webplayer socket security policy from a non-default port number. + IP address of server. + Port from where socket policy is read. + Time to wait for response. - + - Two channel (RG) render texture format, 32 bit signed integer per channel. + Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. - + - Scalar (R) render texture format, 16 bit floating point. + Options for how to send a message. - + - Scalar (R) render texture format, 32 bit signed integer. + No receiver is required for SendMessage. - + - A native shadowmap render texture format. + A receiver is required for SendMessage. - + - Color space conversion mode of a RenderTexture. + Use this attribute to rename a field without losing its serialized value. - + - Render texture contains sRGB (color) data, perform Linear<->sRGB conversions on it. + The name of the field before the rename. - + - Default color space conversion based on project settings. + + The name of the field before renaming. - + - Render texture contains linear (non-color) data; don't perform color conversions on it. + Force Unity to serialize a private field. - + - The RequireComponent attribute automatically adds required components as dependencies. + Shader scripts used for all rendering. - + - Require a single component. + Shader LOD level for all shaders. - - + - Require a two components. + Shader hardware tier classification for current device. - - - + - Require three components. + Can this shader run on the end-users graphics card? (Read Only) - - - - + - Represents a display resolution. + Shader LOD level for this shader. - + - Resolution height in pixels. + Render queue of this shader. (Read Only) - + - Resolution's vertical refresh rate in Hz. + Unset a global shader keyword. + - + - Resolution width in pixels. + Set a global shader keyword. + - + - Returns a nicely formatted string of the resolution. + Finds a shader with the given name. - - A string with the format "width x height @ refreshRateHz". - + - + - Asynchronous load request from the Resources bundle. + Gets a global color property for all shaders previously set using SetGlobalColor. + + - + - Asset object being loaded (Read Only). + Gets a global color property for all shaders previously set using SetGlobalColor. + + - + - The Resources class allows you to find and access Objects including assets. + Gets a global float property for all shaders previously set using SetGlobalFloat. + + - + - Returns a list of all objects of Type type. + Gets a global float property for all shaders previously set using SetGlobalFloat. - Type of the class to match while searching. - - An array of objects whose class is type or is derived from type. - + + - + - Returns a list of all objects of Type T. + Gets a global float array for all shaders previously set using SetGlobalFloatArray. + + - + - Loads an asset stored at path in a Resources folder. + Gets a global float array for all shaders previously set using SetGlobalFloatArray. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. + + - + - Loads an asset stored at path in a Resources folder. + Fetches a global float array into a list. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. + The list to hold the returned array. + + - + - Loads an asset stored at path in a Resources folder. + Fetches a global float array into a list. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + The list to hold the returned array. + + - + - Loads all assets in a folder or file at path in a Resources folder. + Gets a global int property for all shaders previously set using SetGlobalInt. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. + + - + - Loads all assets in a folder or file at path in a Resources folder. + Gets a global int property for all shaders previously set using SetGlobalInt. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. + + - + - Loads all assets in a folder or file at path in a Resources folder. + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + + - + - Returns a resource at an asset path (Editor Only). + Gets a global matrix property for all shaders previously set using SetGlobalMatrix. - Pathname of the target asset. - Type filter for objects returned. + + - + - Returns a resource at an asset path (Editor Only). + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. - Pathname of the target asset. + + - + - Asynchronously loads an asset stored at path in a Resources folder. + Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. - + + - + - Asynchronously loads an asset stored at path in a Resources folder. + Fetches a global matrix array into a list. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. - Type filter for objects returned. - + The list to hold the returned array. + + - + - Asynchronously loads an asset stored at path in a Resources folder. + Fetches a global matrix array into a list. - Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. + The list to hold the returned array. + + - + - Unloads assetToUnload from memory. + Gets a global texture property for all shaders previously set using SetGlobalTexture. - + + - + - Unloads assets that are not used. + Gets a global texture property for all shaders previously set using SetGlobalTexture. - - Object on which you can yield to wait until the operation completes. - + + - + - Control of an object's position through physics simulation. + Gets a global vector property for all shaders previously set using SetGlobalVector. + + - + - The angular drag of the object. + Gets a global vector property for all shaders previously set using SetGlobalVector. + + - + - The angular velocity vector of the rigidbody. + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + - + - The center of mass relative to the transform's origin. + Gets a global vector array for all shaders previously set using SetGlobalVectorArray. + + - + - The Rigidbody's collision detection mode. + Fetches a global vector array into a list. + The list to hold the returned array. + + - + - Controls which degrees of freedom are allowed for the simulation of this Rigidbody. + Fetches a global vector array into a list. + The list to hold the returned array. + + - + - Should collision detection be enabled? (By default always enabled). + Is global shader keyword enabled? + - + - The drag of the object. + Gets unique identifier for a shader property name. + Shader property name. + + Unique integer for the name. + - + - Controls whether physics will change the rotation of the object. + Sets a global compute buffer property for all shaders. + + + - + - The diagonal inertia tensor of mass relative to the center of mass. + Sets a global compute buffer property for all shaders. + + + - + - The rotation of the inertia tensor. + Sets a global color property for all shaders. + + + - + - Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. + Sets a global color property for all shaders. + + + - + - Controls whether physics affects the rigidbody. + Sets a global float property for all shaders. + + + - + - The mass of the rigidbody. + Sets a global float property for all shaders. + + + - + - The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. + Sets a global float array property for all shaders. + + + + - + - Maximum velocity of a rigidbody when moving out of penetrating state. + Sets a global float array property for all shaders. + + + + - + - The position of the rigidbody. + Sets a global float array property for all shaders. + + + + - + - The rotation of the rigdibody. + Sets a global float array property for all shaders. + + + + - + - The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + Sets a global int property for all shaders. + + + - + - The mass-normalized energy threshold, below which objects start going to sleep. + Sets a global int property for all shaders. + + + - + - The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. + Sets a global matrix property for all shaders. + + + - + - The solverIterations determines how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverIterations. Must be positive. + Sets a global matrix property for all shaders. + + + - + - The solverVelocityIterations affects how how accurately Rigidbody joints and collision contacts are resolved. Overrides Physics.defaultSolverVelocityIterations. Must be positive. + Sets a global matrix array property for all shaders. + + + + - + - Force cone friction to be used for this rigidbody. + Sets a global matrix array property for all shaders. + + + + - + - Controls whether gravity affects this rigidbody. + Sets a global matrix array property for all shaders. + + + + - + - The velocity vector of the rigidbody. + Sets a global matrix array property for all shaders. + + + + - + - The center of mass of the rigidbody in world space (Read Only). + Sets a global texture property for all shaders. + + + - + - Applies a force to a rigidbody that simulates explosion effects. + Sets a global texture property for all shaders. - The force of the explosion (which may be modified by distance). - The centre of the sphere within which the explosion has its effect. - The radius of the sphere within which the explosion has its effect. - Adjustment to the apparent position of the explosion to make it seem to lift objects. - The method used to apply the force to its targets. + + + - + - Applies a force to a rigidbody that simulates explosion effects. + Sets a global vector property for all shaders. - The force of the explosion (which may be modified by distance). - The centre of the sphere within which the explosion has its effect. - The radius of the sphere within which the explosion has its effect. - Adjustment to the apparent position of the explosion to make it seem to lift objects. - The method used to apply the force to its targets. + + + - + - Applies a force to a rigidbody that simulates explosion effects. + Sets a global vector property for all shaders. - The force of the explosion (which may be modified by distance). - The centre of the sphere within which the explosion has its effect. - The radius of the sphere within which the explosion has its effect. - Adjustment to the apparent position of the explosion to make it seem to lift objects. - The method used to apply the force to its targets. + + + - + - Adds a force to the Rigidbody. + Sets a global vector array property for all shaders. - Force vector in world coordinates. - Type of force to apply. + + + + - + - Adds a force to the Rigidbody. + Sets a global vector array property for all shaders. - Force vector in world coordinates. - Type of force to apply. + + + + - + - Adds a force to the Rigidbody. + Sets a global vector array property for all shaders. - Size of force along the world x-axis. - Size of force along the world y-axis. - Size of force along the world z-axis. - Type of force to apply. + + + + - + - Adds a force to the Rigidbody. + Sets a global vector array property for all shaders. - Size of force along the world x-axis. - Size of force along the world y-axis. - Size of force along the world z-axis. - Type of force to apply. + + + + - + - Applies force at position. As a result this will apply a torque and force on the object. + Fully load all shaders to prevent future performance hiccups. - Force vector in world coordinates. - Position in world coordinates. - - + - Applies force at position. As a result this will apply a torque and force on the object. + ShaderVariantCollection records which shader variants are actually used in each shader. - Force vector in world coordinates. - Position in world coordinates. - - + - Adds a force to the rigidbody relative to its coordinate system. + Is this ShaderVariantCollection already warmed up? (Read Only) - Force vector in local coordinates. - - + - Adds a force to the rigidbody relative to its coordinate system. + Number of shaders in this collection (Read Only). - Force vector in local coordinates. - - + - Adds a force to the rigidbody relative to its coordinate system. + Number of total varians in this collection (Read Only). - Size of force along the local x-axis. - Size of force along the local y-axis. - Size of force along the local z-axis. - - + - Adds a force to the rigidbody relative to its coordinate system. + Adds a new shader variant to the collection. - Size of force along the local x-axis. - Size of force along the local y-axis. - Size of force along the local z-axis. - + Shader variant to add. + + False if already in the collection. + - + - Adds a torque to the rigidbody relative to its coordinate system. + Remove all shader variants from the collection. - Torque vector in local coordinates. - - + - Adds a torque to the rigidbody relative to its coordinate system. + Checks if a shader variant is in the collection. - Torque vector in local coordinates. - + Shader variant to check. + + True if the variant is in the collection. + - + - Adds a torque to the rigidbody relative to its coordinate system. + Create a new empty shader variant collection. - Size of torque along the local x-axis. - Size of torque along the local y-axis. - Size of torque along the local z-axis. - - + - Adds a torque to the rigidbody relative to its coordinate system. + Adds shader variant from the collection. - Size of torque along the local x-axis. - Size of torque along the local y-axis. - Size of torque along the local z-axis. - + Shader variant to add. + + False if was not in the collection. + - + - Adds a torque to the rigidbody. + Identifies a specific variant of a shader. - Torque vector in world coordinates. - - + - Adds a torque to the rigidbody. + Array of shader keywords to use in this variant. - Torque vector in world coordinates. - - + - Adds a torque to the rigidbody. + Pass type to use in this variant. - Size of torque along the world x-axis. - Size of torque along the world y-axis. - Size of torque along the world z-axis. - - + - Adds a torque to the rigidbody. + Shader to use in this variant. - Size of torque along the world x-axis. - Size of torque along the world y-axis. - Size of torque along the world z-axis. - - + - The closest point to the bounding box of the attached colliders. + Creates a ShaderVariant structure. - + + + - + - The velocity of the rigidbody at the point worldPoint in global space. + Fully load shaders in ShaderVariantCollection. - - + - The velocity relative to the rigidbody at the point relativePoint. + Shadow projection type for. - - + - Is the rigidbody sleeping? + Close fit shadow maps with linear fadeout. - + - Moves the rigidbody to position. + Stable shadow maps with spherical fadeout. - The new position for the Rigidbody object. - + - Rotates the rigidbody to rotation. + Determines which type of shadows should be used. - The new rotation for the Rigidbody. - + - Reset the center of mass of the rigidbody. + Hard and Soft Shadows. - + - Reset the inertia tensor value and rotation. + Disable Shadows. - + - Sets the mass based on the attached colliders assuming a constant density. + Hard Shadows Only. - - + - Forces a rigidbody to sleep at least one frame. + Default shadow resolution. - + - Tests if a rigidbody would collide with anything, if it was moved through the scene. + High shadow map resolution. - The direction into which to sweep the rigidbody. - If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). - The length of the sweep. - Specifies whether this query should hit Triggers. - - True when the rigidbody sweep intersects any collider, otherwise false. - - + - Like Rigidbody.SweepTest, but returns all hits. + Low shadow map resolution. - The direction into which to sweep the rigidbody. - The length of the sweep. - Specifies whether this query should hit Triggers. - - An array of all colliders hit in the sweep. - - + - Forces a rigidbody to wake up. + Medium shadow map resolution. - + - Rigidbody physics component for 2D sprites. + Very high shadow map resolution. - + - Coefficient of angular drag. + SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance. - + - Angular velocity in degrees per second. + Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose. - + - The center of mass of the rigidBody in local space. + The name of the Transform mapped to the bone. - + - The method used by the physics engine to check if two objects have collided. + The T-pose position of the bone in local space. - + - Controls which degrees of freedom are allowed for the simulation of this Rigidbody2D. + The T-pose rotation of the bone in local space. - + - Coefficient of drag. + The T-pose scaling of the bone in local space. - + - Should the rigidbody be prevented from rotating? + The Skinned Mesh filter. - + - Controls whether physics will change the rotation of the object. + The bones used to skin the mesh. - + - The degree to which this object is affected by gravity. + AABB of this Skinned Mesh in its local space. - + - The rigidBody rotational inertia. + The maximum number of bones affecting a single vertex. - + - Physics interpolation used between updates. + The mesh used for skinning. - + - Should this rigidbody be taken out of physics control? + Specifies whether skinned motion vectors should be used for this renderer. - + - Mass of the rigidbody. + If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. - + - The position of the rigidbody. + Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + A static mesh that will receive the snapshot of the skinned mesh. - + - The rotation of the rigdibody. + Returns weight of BlendShape on this renderer. + - + - Indicates whether the rigid body should be simulated or not by the physics system. + Sets the weight in percent of a BlendShape on this Renderer. + The index of the BlendShape to modify. + The weight in percent for this BlendShape. - + - The sleep state that the rigidbody will initially be in. + The maximum number of bones affecting a single vertex. - + - Should the total rigid-body mass be automatically calculated from the Collider2D.density of attached colliders? + Chooses the number of bones from the number current QualitySettings. (Default) - + - Linear velocity of the rigidbody. + Use only 1 bone to deform a single vertex. (The most important bone will be used). - + - Gets the center of mass of the rigidBody in global space. + Use 2 bones to deform a single vertex. (The most important bones will be used). - + - Apply a force to the rigidbody. + Use 4 bones to deform a single vertex. - Components of the force in the X and Y axes. - The method used to apply the specified force. - + - Apply a force at a given position in space. + A script interface for the. - Components of the force in the X and Y axes. - Position in world space to apply the force. - The method used to apply the specified force. - + - Adds a force to the rigidbody2D relative to its coordinate system. + The material used by the skybox. - Components of the force in the X and Y axes. - The method used to apply the specified force. - + - Apply a torque at the rigidbody's centre of mass. + Constants for special values of Screen.sleepTimeout. - Torque to apply. - The force mode to use. - + - All the Collider2D shapes attached to the Rigidbody2D are cast into the scene starting at each collider position ignoring the colliders attached to the same Rigidbody2D. + Prevent screen dimming. - Vector representing the direction to cast each Collider2D shape. - Array to receive results. - Maximum distance over which to cast the shape(s). - - The number of results returned. - - + - Get a local space point given the point point in rigidBody global space. + Set the sleep timeout to whatever the user has specified in the system settings. - The global space point to transform into local space. - + - The velocity of the rigidbody at the point Point in global space. + Joint that restricts the motion of a Rigidbody2D object to a single line. - The global space point to calculate velocity for. - + - Get a global space point given the point relativePoint in rigidBody local space. + The angle of the line in space (in degrees). - The local space point to transform into global space. - + - The velocity of the rigidbody at the point Point in local space. + Should the angle be calculated automatically? - The local space point to calculate velocity for. - + - Get a global space vector given the vector relativeVector in rigidBody local space. + The current joint speed. - The local space vector to transform into a global space vector. - + - Get a local space vector given the vector vector in rigidBody global space. + The current joint translation. - The global space vector to transform into a local space vector. - + - Is the rigidbody "awake"? + Restrictions on how far the joint can slide in each direction along the line. - + - Is the rigidbody "sleeping"? + Gets the state of the joint limit. - + - Check whether any of the collider(s) attached to this rigidbody are touching the collider or not. + Parameters for a motor force that is applied automatically to the Rigibody2D along the line. - The collider to check if it is touching any of the collider(s) attached to this rigidbody. - - Whether the collider is touching any of the collider(s) attached to this rigidbody or not. - - + - Checks whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. + The angle (in degrees) referenced between the two bodies used as the constraint for the joint. - Any colliders on any of these layers count as touching. - - Whether any of the collider(s) attached to this rigidbody are touching any colliders on the specified layerMask or not. - - + - Moves the rigidbody to position. + Should motion limits be used? - The new position for the Rigidbody object. - + - Rotates the rigidbody to angle (given in degrees). + Should a motor force be applied automatically to the Rigidbody2D? - The new rotation angle for the Rigidbody object. - + - Check if any of the Rigidbody2D colliders overlap a point in space. + Gets the motor force of the joint given the specified timestep. - A point in world space. - - Whether the point overlapped any of the Rigidbody2D colliders. - + The time to calculate the motor force for. - + - Make the rigidbody "sleep". + Generic access to the Social API. - + - Disables the "sleeping" state of a rigidbody. + The local user (potentially not logged in). - + - Use these flags to constrain motion of Rigidbodies. + This is the currently active social platform. - + - Freeze rotation and motion along all axes. + Create an IAchievement instance. - + - Freeze motion along all axes. + Create an ILeaderboard instance. - + - Freeze motion along the X-axis. + Loads the achievement descriptions accociated with this application. + - + - Freeze motion along the Y-axis. + Load the achievements the logged in user has already achieved or reported progress on. + - + - Freeze motion along the Z-axis. + Load a default set of scores from the given leaderboard. + + - + - Freeze rotation along all axes. + Load the user profiles accociated with the given array of user IDs. + + - + - Freeze rotation along the X-axis. + Reports the progress of an achievement. + + + - + - Freeze rotation along the Y-axis. + Report a score to a specific leaderboard. + + + - + - Freeze rotation along the Z-axis. + Show a default/system view of the games achievements. - + - No constraints. + Show a default/system view of the games leaderboards. - + - Use these flags to constrain motion of the Rigidbody2D. + iOS GameCenter implementation for network services. - + - Freeze rotation and motion along all axes. + Reset all the achievements for the local user. + - + - Freeze motion along the X-axis and Y-axis. + Show the default iOS banner when achievements are completed. + - + - Freeze motion along the X-axis. + Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected. + + - + - Freeze motion along the Y-axis. + Information for a user's achievement. - + - Freeze rotation along the Z-axis. + Set to true when percentCompleted is 100.0. - + - No constraints. + This achievement is currently hidden from the user. - + - Rigidbody interpolation mode. + The unique identifier of this achievement. - + - Extrapolation will predict the position of the rigidbody based on the current velocity. + Set by server when percentCompleted is updated. - + - Interpolation will always lag a little bit behind but can be smoother than extrapolation. + Progress for this achievement. - + - No Interpolation. + Send notification about progress on this achievement. + - + - Interpolation mode for Rigidbody2D objects. + Static data describing an achievement. - + - Smooth an object's movement based on an estimate of its position in the next frame. + Description when the achivement is completed. - + - Smooth movement based on the object's positions in previous frames. + Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0). - + - Do not apply any smoothing to the object's movement. + Unique identifier for this achievement description. - + - Settings for a Rigidbody2D's initial sleep state. + Image representation of the achievement. - + - Rigidbody2D never automatically sleeps. + Point value of this achievement. - + - Rigidbody2D is initially asleep. + Human readable title. - + - Rigidbody2D is initially awake. + Description when the achivement has not been completed. - + - Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. + The leaderboard contains the scores of all players for a particular game. - + - Use Slerp drive. + Unique identifier for this leaderboard. - + - Use XY & Z Drive. + The leaderboad is in the process of loading scores. - + - Attribute for setting up RPC functions. + The leaderboard score of the logged in user. - + - Option for who will receive an RPC, used by NetworkView.RPC. + The total amount of scores the leaderboard contains. - + - Sends to everyone. + The rank range this leaderboard returns. - + - Sends to everyone and adds to the buffer. + The leaderboard scores returned by a query. - + - Sends to everyone except the sender. + The time period/scope searched by this leaderboard. - + - Sends to everyone except the sender and adds to the buffer. + The human readable title of this leaderboard. - + - Sends to the server only. + The users scope searched by this leaderboard. - + - Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime. + Load scores according to the filters set on this leaderboard. + - + - Retrieves all AnimationClip used by the controller. + Only search for these user IDs. + List of user ids. - + - Set RuntimeInitializeOnLoadMethod type. + Represents the local or currently logged in user. - + - After scene is loaded. + Checks if the current user has been authenticated. - + - Before scene is loaded. + The users friends list. - + - Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + Is the user underage? - + - Set RuntimeInitializeOnLoadMethod type. + Authenticate the local user to the current active Social API implementation and fetch their profile data. + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. - + - Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + Authenticate the local user to the current active Social API implementation and fetch their profile data. - RuntimeInitializeLoadType: Before or After scene is loaded. + Callback that is called whenever the authentication operation is finished. The first parameter is a Boolean identifying whether the authentication operation was successful. The optional second argument contains a string identifying any errors (if available) if the operation was unsuccessful. - + - Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. + Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds. - RuntimeInitializeLoadType: Before or After scene is loaded. + - + - The platform application is running. Returned by Application.platform. + A game score. - + - In the player on the Apple's tvOS. + The date the score was achieved. - + - In the player on Android devices. + The correctly formatted value of the score, like X points or X kills. - + - In the player on the iPhone. + The ID of the leaderboard this score belongs to. - + - In the player on Linux. + The rank or position of the score in the leaderboard. - + - In the Dashboard widget on Mac OS X. + The user who owns this score. - + - In the Unity editor on Mac OS X. + The score value achieved. - + - In the player on Mac OS X. + Report this score instance. + - + - In the web player on Mac OS X. + The generic Social API interface which implementations must inherit. - + - In the player on the Play Station 3. + See Social.localUser. - + - In the player on the Playstation 4. + See Social.CreateAchievement.. - + - In the player on the PS Vita. + See Social.CreateLeaderboard. - + - In the player on Samsung Smart TV. + See Social.LoadAchievementDescriptions. + - + - In the player on Tizen. + See Social.LoadAchievements. + - + - In the player on WebGL? + See Social.LoadScores. + + + - + - In the player on Wii U. + See Social.LoadScores. + + + - + - In the Unity editor on Windows. + See Social.LoadUsers. + + - + - In the player on Windows. + See Social.ReportProgress. + + + - + - In the web player on Windows. + See Social.ReportScore. + + + - + - In the player on Windows Phone 8 device. - + See Social.ShowAchievementsUI. - + - In the player on Windows Store Apps when CPU architecture is ARM. + See Social.ShowLeaderboardUI. - + - In the player on Windows Store Apps when CPU architecture is X64. + Represents generic user instances, like friends of the local user. - + - In the player on Windows Store Apps when CPU architecture is X86. + This users unique identifier. - + - In the player on the XBOX360. + Avatar image of the user. - + - In the player on Xbox One. + Is this user a friend of the current logged in user? - + - Interface into SamsungTV specific functionality. + Presence state of the user. - + - Returns true if there is an air mouse available. + This user's username or alias. - + - Changes the type of input the gamepad produces. + The score range a leaderboard query should include. - + - Changes the type of input the gesture camera produces. + The total amount of scores retreived. - + - Returns true if the camera sees a hand. + The rank of the first score which is returned. - + - The type of input the remote's touch pad produces. + Constructor for a score range, the range starts from a specific value and contains a maxium score count. + The minimum allowed value. + The number of possible values. - + - Types of input the gamepad can produce. + The scope of time searched through when querying the leaderboard. - + - Joystick style input. + The scope of the users searched through when querying the leaderboard. - + - Mouse style input. + User presence state. - + - Types of input the gesture camera can produce. + The user is offline. - + - Two hands control two joystick axes. + The user is online. - + - Hands control the mouse pointer. + The user is online but away from their computer. - + - No gesture input from the camera. + The user is online but set their status to busy. - + - Access to TV specific information. + The user is playing a game. - + - The server type. Possible values: -Developing, Development, Invalid, Operating. + The limits defined by the CharacterJoint. - + - Get local time on TV. + When the joint hits the limit, it can be made to bounce off it. - + - Get UID from TV. + Determines how far ahead in space the solver can "see" the joint limit. - + - Set the system language that is returned by Application.SystemLanguage. + If spring is greater than zero, the limit is soft. - - + - Types of input the remote's touchpad can produce. + The limit position/angle of the joint (in degrees). - + - Remote dependent. On 2013 TVs dpad directions are determined by swiping in the correlating direction. On 2014 and 2015 TVs the remote has dpad buttons. + If greater than zero, the limit is soft. The spring will pull the joint back. - + - Touchpad works like an analog joystick. Not supported on the 2015 TV as there is no touchpad. + The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. - + - Touchpad controls a remote curosr like a laptop's touchpad. This can be replaced by airmouse functionality which is available on 2014 and 2015 TVs. + The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. - + - Scaling mode to draw textures with. + The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. - + - Scales the texture, maintaining aspect ratio, so it completely covers the position rectangle passed to GUI.DrawTexture. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped. + SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. - + - Scales the texture, maintaining aspect ratio, so it completely fits withing the position rectangle passed to GUI.DrawTexture. + This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. - + - Stretches the texture to fill the complete rectangle passed in to GUI.DrawTexture. + Returns all the layers defined in this project. - + - Used when loading a scene in a player. + Returns the name of the layer as defined in the TagManager. - + - Adds the scene to the current loaded scenes. + This is the relative value that indicates the sort order of this layer relative to the other layers. - + - Closes all current loaded scenes and loads a scene. + Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + - + - Run-time data structure for *.unity file. + Returns the final sorting layer value. See Also: GetLayerValueFromID. + The unique value of the sorting layer as returned by any renderer's sortingLayerID property. + + The final sorting value of the layer relative to other layers. + - + - Returns the index of the scene in the Build Settings. Always returns -1 if the scene was loaded through an AssetBundle. + Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + The unique id of the layer. + + The name of the layer with id or "<unknown layer>" for invalid id. + - + - Returns true if the scene is modifed. + Returns true if the id provided is a valid layer id. + The unique id of a layer. + + True if the id provided is valid and assigned to a layer. + - + - Returns true if the scene is loaded. + Returns the id given the name. Will return 0 if an invalid name was given. + The name of the layer. + + The unique id of the layer with name. + - + - Returns the name of the scene. + The coordinate space in which to operate. - + - Returns the relative path of the scene. Like: "AssetsMyScenesMyScene.unity". + Applies transformation relative to the local coordinate system. - + - The number of root transforms of this scene. + Applies transformation relative to the world coordinate system. - + - Returns all the root game objects in the scene. + Use this PropertyAttribute to add some spacing in the Inspector. - - An array of game objects. - - + - Returns all the root game objects in the scene. + The spacing in pixels. - A list which is used to return the root game objects. - + - Whether this is a valid scene. -A scene may be invalid if, for example, you tried to open a scene that does not exist. In this case, the scene returned from EditorSceneManager.OpenScene would return False for IsValid. + Use this DecoratorDrawer to add some spacing in the Inspector. - - Whether this is a valid scene. - + The spacing in pixels. - + - Returns true if the Scenes are equal. + Class for handling Sparse Textures. - - - + - Returns true if the Scenes are different. + Is the sparse texture actually created? (Read Only) - - - + - Scene management at run-time. + Get sparse texture tile height (Read Only). - + - Add a delegate to this to get notifications when the active scene has changed. + Get sparse texture tile width (Read Only). - - + - The total number of scenes. + Create a sparse texture. + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). - + - Number of scenes in Build Settings. + Create a sparse texture. + Texture width in pixels. + Texture height in pixels. + Texture format. + Mipmap count. Pass -1 to create full mipmap chain. + Whether texture data will be in linear or sRGB color space (default is sRGB). - + - Add a delegate to this to get notifications when a scene has loaded + Unload sparse texture tile. - + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. - + - Add a delegate to this to get notifications when a scene has unloaded + Update sparse texture tile with color values. - + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile color data. - + - Create an empty new scene with the given name additively. + Update sparse texture tile with raw pixel values. - The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes. + Tile X coordinate. + Tile Y coordinate. + Mipmap level of the texture. + Tile raw pixel data. - + - Gets the currently active scene. + A sphere-shaped primitive collider. - - The active scene. - - + - Get the scene at index in the SceneManager's list of added scenes. + The center of the sphere in the object's local space. - Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. - + - Searches through the scenes added to the SceneManager for a scene with the given name. + The radius of the sphere measured in the object's local space. - Name of scene to find. - - The scene if found or an invalid scene if not. - - + - Searches all scenes added to the SceneManager for a scene that has the given asset path. + A Splat prototype is just a texture that is used by the TerrainData. - Path of the scene. Should be relative to the project folder. Like: "AssetsMyScenesMyScene.unity". - + - Loads the scene by its name or index in Build Settings. + The metallic value of the splat layer. - Name of the scene to load. - Index of the scene in the Build Settings to load. - Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode for more information about the options. - + - Loads the scene by its name or index in Build Settings. + Normal map of the splat applied to the Terrain. - Name of the scene to load. - Index of the scene in the Build Settings to load. - Allows you to specify whether or not to load the scene additively. See SceneManagement.LoadSceneMode for more information about the options. - + - Loads the scene asynchronously in the background. + The smoothness value of the splat layer when the main texture has no alpha channel. - Name of the scene to load. - Index of the scene in the Build Settings to load. - If LoadSceneMode.Single then all current scenes will be unloaded before loading. - + - Loads the scene asynchronously in the background. + Texture of the splat applied to the Terrain. - Name of the scene to load. - Index of the scene in the Build Settings to load. - If LoadSceneMode.Single then all current scenes will be unloaded before loading. - + - This will merge the source scene into the destinationScene. -This function merges the contents of the source scene into the destination scene, and deletes the source scene. All GameObjects at the root of the source scene are moved to the root of the destination scene. -NOTE: This function is destructive: The source scene will be destroyed once the merge has been completed. + Offset of the tile texture of the SplatPrototype. - The scene that will be merged into the destination scene. - Existing scene to merge the source scene into. - + - Move a GameObject from its current scene to a new scene. -It is required that the GameObject is at the root of its current scene. + Size of the tile used in the texture of the SplatPrototype. - GameObject to move. - Scene to move into. - + - Set the scene to be active. + The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. - The scene to be set. - - Returns false if the scene is not loaded yet. - - + - Unloads all GameObjects associated with the given scene. + The damper force used to dampen the spring force. - Index of the scene in the Build Settings to unload. - Name of the scene to unload. - Scene to unload. - - Returns true if the scene is unloaded. - - + - Unloads all GameObjects associated with the given scene. + The maximum distance between the bodies relative to their initial distance. - Index of the scene in the Build Settings to unload. - Name of the scene to unload. - Scene to unload. - - Returns true if the scene is unloaded. - - + - Unloads all GameObjects associated with the given scene. + The minimum distance between the bodies relative to their initial distance. - Index of the scene in the Build Settings to unload. - Name of the scene to unload. - Scene to unload. - - Returns true if the scene is unloaded. - - + - Access to display information. + The spring force used to keep the two objects together. - + - Allow auto-rotation to landscape left? + The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. - + - Allow auto-rotation to landscape right? + Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. - + - Allow auto-rotation to portrait? + Should the distance be calculated automatically? - + - Allow auto-rotation to portrait, upside down? + The amount by which the spring force is reduced in proportion to the movement speed. - + - The current screen resolution (Read Only). + The distance the spring will try to keep between the two objects. - + - The current DPI of the screen / device (Read Only). + The frequency at which the spring oscillates around the distance distance between the objects. - + - Is the game running fullscreen? + Represents a Sprite object for use in 2D gameplay. - + - The current height of the screen window in pixels (Read Only). + Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. + +Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. - + - Should the cursor be locked? + Returns the border sizes of the sprite. - + - Specifies logical orientation of the screen. + Bounds of the Sprite, specified by its center and extents in world space units. - + - All fullscreen resolutions supported by the monitor (Read Only). + Returns true if this Sprite is packed in an atlas. - + - Should the cursor be visible? + If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. - + - A power saving setting, allowing the screen to dim some time after the last active user interaction. + If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. - + - The current width of the screen window in pixels (Read Only). + Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. - + - Switches the screen resolution. + The number of pixels in the sprite that correspond to one unit in world space. (Read Only) - - - - - + - Switches the screen resolution. + Location of the Sprite on the original Texture, specified in pixels. - - - - - + - Describes screen orientation. + Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. - + - Auto-rotates the screen as necessary toward any of the enabled orientations. + Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. - + - Landscape orientation, counter-clockwise from the portrait orientation. + Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. - + - Landscape orientation, clockwise from the portrait orientation. + Returns a copy of the array containing sprite mesh triangles. - + - Portrait orientation. + The base texture coordinates of the sprite mesh. - + - Portrait orientation, upside down. + Returns a copy of the array containing sprite mesh vertex positions. - + - A class you can derive from if you want to create objects that don't need to be attached to game objects. + Create a new Sprite object. + Texture from which to obtain the sprite graphic. + Rectangular section of the texture to use for the sprite. + Sprite's pivot point relative to its graphic rectangle. + The number of pixels in the sprite that correspond to one unit in world space. + Amount by which the sprite mesh should be expanded outwards. + Controls the type of mesh generated for the sprite. + The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). - + - Creates an instance of a scriptable object. + Sets up new Sprite geometry. - The type of the ScriptableObject to create, as the name of the type. - The type of the ScriptableObject to create, as a System.Type instance. - - The created ScriptableObject. - + Array of vertex positions in Sprite Rect space. + Array of sprite mesh triangle indices. - + - Creates an instance of a scriptable object. + How a Sprite's graphic rectangle is aligned with its pivot point. - The type of the ScriptableObject to create, as the name of the type. - The type of the ScriptableObject to create, as a System.Type instance. - - The created ScriptableObject. - - + - Creates an instance of a scriptable object. + Pivot is at the center of the bottom edge of the graphic rectangle. - - The created ScriptableObject. - - + - PreserveAttribute prevents byte code stripping from removing a class, method, field, or property. + Pivot is at the bottom left corner of the graphic rectangle. - + - Webplayer security related class. Note supported from 5.4.0. + Pivot is at the bottom right corner of the graphic rectangle. - + - Get secret from Chain of Trust system. + Pivot is at the center of the graphic rectangle. - The name of the secret. - - The secret. - - + - Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + Pivot is at a custom position within the graphic rectangle. - Assembly to verify. - Public key used to verify assembly. - - Loaded, verified, assembly, or null if the assembly cannot be verfied. - - + - Loads an assembly and checks that it is allowed to be used in the webplayer. (Web Player is no Longer Supported). + Pivot is at the center of the left edge of the graphic rectangle. - Assembly to verify. - Public key used to verify assembly. - - Loaded, verified, assembly, or null if the assembly cannot be verfied. - - + - Prefetch the webplayer socket security policy from a non-default port number. + Pivot is at the center of the right edge of the graphic rectangle. - IP address of server. - Port from where socket policy is read. - Time to wait for response. - + - Prefetch the webplayer socket security policy from a non-default port number. + Pivot is at the center of the top edge of the graphic rectangle. - IP address of server. - Port from where socket policy is read. - Time to wait for response. - + - Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. + Pivot is at the top left corner of the graphic rectangle. - + - Options for how to send a message. + Pivot is at the top right corner of the graphic rectangle. - + - No receiver is required for SendMessage. + Defines the type of mesh generated for a sprite. - + - A receiver is required for SendMessage. + Rectangle mesh equal to the user specified sprite size. - + - Use this attribute to rename a field without losing its serialized value. + Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. - + - The name of the field before the rename. + Sprite packing modes for the Sprite Packer. - + - + Alpha-cropped ractangle packing. - The name of the field before renaming. - + - Force Unity to serialize a private field. + Tight mesh based packing. - + - Shader scripts used for all rendering. + Sprite rotation modes for the Sprite Packer. - + - Shader LOD level for all shaders. + Any rotation. - + - Shader hardware tier classification for current device. + No rotation. - + - Can this shader run on the end-users graphics card? (Read Only) + Renders a Sprite for 2D graphics. - + - Shader LOD level for this shader. + Rendering color for the Sprite graphic. - + - Render queue of this shader. (Read Only) + Flips the sprite on the X axis. - + - Unset a global shader keyword. + Flips the sprite on the Y axis. - - + - Set a global shader keyword. + The Sprite to render. - - + - Finds a shader with the given name. + Helper utilities for accessing Sprite data. - - + - Is global shader keyword enabled? + Inner UV's of the Sprite. - + - + - Gets unique identifier for a shader property name. + Minimum width and height of the Sprite. - Shader property name. - - Unique integer for the name. - + - + - Sets a global compute buffer property for all shaders. + Outer UV's of the Sprite. - - + - + - Sets a global color property for all shaders. + Return the padding on the sprite. - - - + - + - Sets a global color property for all shaders. + Stack trace logging options. - - - - + - Sets a global float property for all shaders. + Native and managed stack trace will be logged. - - - - + - Sets a global float property for all shaders. + No stack trace will be outputed to log. - - - - + - Sets a global float array property for all shaders. + Only managed stack trace will be outputed. - - - - + - Sets a global float array property for all shaders. + StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from. - - - - + - Sets a global int property for all shaders. + Called on the first Update frame when a statemachine evaluate this state. - - - - + - Sets a global int property for all shaders. + Called on the last update frame when a statemachine evaluate this state. - - - - + - Sets a global matrix property for all shaders. + Called right after MonoBehaviour.OnAnimatorIK. - - - - + - Sets a global matrix property for all shaders. + Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state. - - - + The Animator playing this state machine. + The full path hash for this state machine. - + - Sets a global matrix array property for all shaders. + Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state. - - - + The Animator playing this state machine. + The full path hash for this state machine. - + - Sets a global matrix array property for all shaders. + Called right after MonoBehaviour.OnAnimatorMove. - - - - + - Sets a global texture property for all shaders. + Called at each Update frame except for the first and last frame. - - - - + - Sets a global texture property for all shaders. + StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. - - - - + - Sets a global vector property for all shaders. + StaticBatchingUtility.Combine prepares all children of the staticBatchRoot for static batching. - - - + - + - Sets a global vector property for all shaders. + StaticBatchingUtility.Combine prepares all gos for static batching. staticBatchRoot is treated as their parent. - - - + + - + - Sets a global vector array property for all shaders. + Enum values for the Camera's targetEye property. - - - - + - Sets a global vector array property for all shaders. + Render both eyes to the HMD. - - - - + - Fully load all shaders to prevent future performance hiccups. + Render only the Left eye to the HMD. - + - ShaderVariantCollection records which shader variants are actually used in each shader. + Do not render either eye to the HMD. - + - Is this ShaderVariantCollection already warmed up? (Read Only) + Render only the right eye to the HMD. - + - Number of shaders in this collection (Read Only). + Applies tangent forces along the surfaces of colliders. - + - Number of total varians in this collection (Read Only). + The scale of the impulse force applied while attempting to reach the surface speed. - + - Adds a new shader variant to the collection. + The speed to be maintained along the surface. - Shader variant to add. - - False if already in the collection. - - + - Remove all shader variants from the collection. + The speed variation (from zero to the variation) added to base speed to be applied. - + - Checks if a shader variant is in the collection. + Should bounce be used for any contact with the surface? - Shader variant to check. - - True if the variant is in the collection. - - + - Create a new empty shader variant collection. + Should the impulse force but applied to the contact point? - + - Adds shader variant from the collection. + Should friction be used for any contact with the surface? - Shader variant to add. - - False if was not in the collection. - - + - Identifies a specific variant of a shader. + Access system and hardware information. - + - Array of shader keywords to use in this variant. + Support for various Graphics.CopyTexture cases (Read Only). - + - Pass type to use in this variant. + The model of the device (Read Only). - + - Shader to use in this variant. + The user defined name of the device (Read Only). - + - Creates a ShaderVariant structure. + Returns the kind of device the application is running on (Read Only). - - - - + - Fully load shaders in ShaderVariantCollection. + A unique device identifier. It is guaranteed to be unique for every device (Read Only). - + - Shadow projection type for. + The identifier code of the graphics device (Read Only). - + - Close fit shadow maps with linear fadeout. + The name of the graphics device (Read Only). - + - Stable shadow maps with spherical fadeout. + The graphics API type used by the graphics device (Read Only). - + - Default shadow resolution. + The vendor of the graphics device (Read Only). - + - High shadow map resolution. + The identifier code of the graphics device vendor (Read Only). - + - Low shadow map resolution. + The graphics API type and driver version used by the graphics device (Read Only). - + - Medium shadow map resolution. + Amount of video memory present (Read Only). - + - Very high shadow map resolution. + Is graphics device using multi-threaded rendering (Read Only)? - + - SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance. + Graphics device shader capability level (Read Only). - + - Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose. + Maximum texture size (Read Only). - + - The name of the Transform mapped to the bone. + What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) - + - The T-pose position of the bone in local space. + Operating system name with version (Read Only). - + - The T-pose rotation of the bone in local space. + Returns the operating system family the game is running on (Read Only). - + - The T-pose scaling of the bone in local space. + Number of processors present (Read Only). - + - The Skinned Mesh filter. + Processor frequency in MHz (Read Only). - + - The bones used to skin the mesh. + Processor name (Read Only). - + - AABB of this Skinned Mesh in its local space. + How many simultaneous render targets (MRTs) are supported? (Read Only) - + - The maximum number of bones affecting a single vertex. + Are 2D Array textures supported? (Read Only) - + - The mesh used for skinning. + Are 3D (volume) textures supported? (Read Only) - + - Specifies whether skinned motion vectors should be used for this renderer. + Is an accelerometer available on the device? - + - If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. + Is there an Audio device available for playback? - + - Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. + Are compute shaders supported? (Read Only) - A static mesh that will receive the snapshot of the skinned mesh. - + - Returns weight of BlendShape on this renderer. + Are Cubemap Array textures supported? (Read Only) - - + - Sets weight of BlendShape on this renderer. + Is a gyroscope available on the device? - - - + - The maximum number of bones affecting a single vertex. + Are image effects supported? (Read Only) - + - Chooses the number of bones from the number current QualitySettings. (Default) + Is GPU draw call instancing supported? (Read Only) - + - Use only 1 bone to deform a single vertex. (The most important bone will be used). + Is the device capable of reporting its location? - + - Use 2 bones to deform a single vertex. (The most important bones will be used). + Whether motion vectors are supported on this platform. - + - Use 4 bones to deform a single vertex. + Is sampling raw depth from shadowmaps supported? (Read Only) - + - A script interface for the. + Are render textures supported? (Read Only) - + - The material used by the skybox. + Are cubemap render textures supported? (Read Only) - + - Constants for special values of Screen.sleepTimeout. + Are built-in shadows supported? (Read Only) - + - Prevent screen dimming. + Are sparse textures supported? (Read Only) - + - Set the sleep timeout to whatever the user has specified in the system settings. + Is the stencil buffer supported? (Read Only) - + - Joint that restricts the motion of a Rigidbody2D object to a single line. + Is the device capable of providing the user haptic feedback by vibration? - + - The angle of the line in space (in degrees). + Amount of system memory present (Read Only). - + - Should the angle be calculated automatically? + Value returned by SystemInfo string properties which are not supported on the current platform. - + - The current joint speed. + This property is true if the current platform uses a reversed depth buffer (where values range from 1 at the near plane and 0 at far plane), and false if the depth buffer is normal (0 is near, 1 is far). (Read Only) - + - The current joint translation. + Is render texture format supported? + The format to look up. + + True if the format is supported. + - + - Restrictions on how far the joint can slide in each direction along the line. + Is texture format supported on this device? + The TextureFormat format to look up. + + True if the format is supported. + - + - Gets the state of the joint limit. + The language the user's operating system is running in. Returned by Application.systemLanguage. - + - Parameters for a motor force that is applied automatically to the Rigibody2D along the line. + Afrikaans. - + - The angle (in degrees) referenced between the two bodies used as the constraint for the joint. + Arabic. - + - Should motion limits be used? + Basque. - + - Should a motor force be applied automatically to the Rigidbody2D? + Belarusian. - + - Gets the motor force of the joint given the specified timestep. + Bulgarian. - The time to calculate the motor force for. - + - Generic access to the Social API. + Catalan. - + - The local user (potentially not logged in). + Chinese. - + - This is the currently active social platform. + ChineseSimplified. - + - Create an IAchievement instance. + ChineseTraditional. - + - Create an ILeaderboard instance. + Czech. - + - Loads the achievement descriptions accociated with this application. + Danish. - - + - Load the achievements the logged in user has already achieved or reported progress on. + Dutch. - - + - Load a default set of scores from the given leaderboard. + English. - - - + - Load the user profiles accociated with the given array of user IDs. + Estonian. - - - + - Reports the progress of an achievement. + Faroese. - - - - + - Report a score to a specific leaderboard. + Finnish. - - - - + - Show a default/system view of the games achievements. + French. - + - Show a default/system view of the games leaderboards. + German. - + - iOS GameCenter implementation for network services. + Greek. - + - Reset all the achievements for the local user. + Hebrew. - - + - Show the default iOS banner when achievements are completed. + Hungarian. - - + - Show the leaderboard UI with a specific leaderboard shown initially with a specific time scope selected. + Icelandic. - - - + - Information for a user's achievement. + Indonesian. - + - Set to true when percentCompleted is 100.0. + Italian. - + - This achievement is currently hidden from the user. + Japanese. - + - The unique identifier of this achievement. + Korean. - + - Set by server when percentCompleted is updated. + Latvian. - + - Progress for this achievement. + Lithuanian. - + - Send notification about progress on this achievement. + Norwegian. - - + - Static data describing an achievement. + Polish. - + - Description when the achivement is completed. + Portuguese. - + - Hidden achievement are not shown in the list until the percentCompleted has been touched (even if it's 0.0). + Romanian. - + - Unique identifier for this achievement description. + Russian. - + - Image representation of the achievement. + Serbo-Croatian. - + - Point value of this achievement. + Slovak. - + - Human readable title. + Slovenian. - + - Description when the achivement has not been completed. + Spanish. - + - The leaderboard contains the scores of all players for a particular game. + Swedish. - + - Unique identifier for this leaderboard. + Thai. - + - The leaderboad is in the process of loading scores. + Turkish. - + - The leaderboard score of the logged in user. + Ukrainian. - + - The total amount of scores the leaderboard contains. + Unknown. - + - The rank range this leaderboard returns. + Vietnamese. - + - The leaderboard scores returned by a query. + The joint attempts to move a Rigidbody2D to a specific target position. - + - The time period/scope searched by this leaderboard. + The local-space anchor on the rigid-body the joint is attached to. - + - The human readable title of this leaderboard. + Should the target be calculated automatically? - + - The users scope searched by this leaderboard. + The amount by which the target spring force is reduced in proportion to the movement speed. - + - Load scores according to the filters set on this leaderboard. + The frequency at which the target spring oscillates around the target position. - - + - Only search for these user IDs. + The maximum force that can be generated when trying to maintain the target joint constraint. - List of user ids. - + - Represents the local or currently logged in user. + The world-space position that the joint will attempt to move the body to. - + - Checks if the current user has been authenticated. + The Terrain component renders the terrain. - + - The users friends list. + The active terrain. This is a convenience function to get to the main terrain in the scene. - + - Is the user underage? + The active terrains in the scene. - + - Authenticate the local user to the current active Social API implementation and fetch their profile data. + Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. - Callback that is called whenever the authentication operation is finished. - + - Fetches the friends list of the logged in user. The friends list on the ISocialPlatform.localUser|Social.localUser instance is populated if this call succeeds. + Heightmap patches beyond basemap distance will use a precomputed low res basemap. - - + - A game score. + Should terrain cast shadows?. - + - The date the score was achieved. + Collect detail patches from memory. - + - The correctly formatted value of the score, like X points or X kills. + Density of detail objects. - + - The ID of the leaderboard this score belongs to. + Detail objects will be displayed up to this distance. - + - The rank or position of the score in the leaderboard. + Specify if terrain heightmap should be drawn. - + - The user who owns this score. + Specify if terrain trees and details should be drawn. - + - The score value achieved. + Controls what part of the terrain should be rendered. - + - Report this score instance. + Lets you essentially lower the heightmap resolution used for rendering. - - + - The generic Social API interface which implementations must inherit. + An approximation of how many pixels the terrain will pop in the worst case when switching lod. - + - See Social.localUser. + The shininess value of the terrain. - + - See Social.CreateAchievement.. + The specular color of the terrain. - + - See Social.CreateLeaderboard. + The index of the baked lightmap applied to this terrain. - + - See Social.LoadAchievementDescriptions. + The UV scale & offset used for a baked lightmap. - - + - See Social.LoadAchievements. + The custom material used to render the terrain. - - + - See Social.LoadScores. + The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType. - - - - + - See Social.LoadScores. + The index of the realtime lightmap applied to this terrain. - - - - + - See Social.LoadUsers. + The UV scale & offset used for a realtime lightmap. - - - + - See Social.ReportProgress. + How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage. - - - - + - See Social.ReportScore. + The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. - - - - + - See Social.ShowAchievementsUI. + Distance from the camera where trees will be rendered as billboards only. - + - See Social.ShowLeaderboardUI. + Total distance delta that trees will use to transition from billboard orientation to mesh orientation. - + - Represents generic user instances, like friends of the local user. + The maximum distance at which trees are rendered. - + - This users unique identifier. + The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). - + - Avatar image of the user. + Maximum number of trees rendered at full LOD. - + - Is this user a friend of the current logged in user? + Adds a tree instance to the terrain. + - + - Presence state of the user. + Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. - + - This user's username or alias. + Creates a Terrain including collider from TerrainData. + - + - The score range a leaderboard query should include. + Flushes any change done in the terrain so it takes effect. - + - The total amount of scores retreived. + Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. + [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo. - + - The rank of the first score which is returned. + Get the position of the terrain. - + - Constructor for a score range, the range starts from a specific value and contains a maxium score count. + Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object. - The minimum allowed value. - The number of possible values. + - + - The scope of time searched through when querying the leaderboard. + The type of the material used to render a terrain object. Could be one of the built-in types or custom. - + - The scope of the users searched through when querying the leaderboard. + A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support. - + - User presence state. + A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support. - + - The user is offline. + A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal. - + - The user is online. + Use a custom material given by Terrain.materialTemplate. - + - The user is online but away from their computer. + Samples the height at the given position defined in world space, relative to the terrain space. + - + - The user is online but set their status to busy. + Lets you setup the connection between neighboring Terrains. + + + + - + - The user is playing a game. + Set the additional material properties when rendering the terrain heightmap using the splat material. + - + - The limits defined by the CharacterJoint. + Indicate the types of changes to the terrain in OnTerrainChanged callback. - + - When the joint hits the limit, it can be made to bounce off it. + Indicates a change to the heightmap data without computing LOD. - + - Determines how far ahead in space the solver can "see" the joint limit. + Indicates that a change was made to the terrain that was so significant that the internal rendering data need to be flushed and recreated. - + - If spring is greater than zero, the limit is soft. + Indicates a change to the heightmap data. - + - The limit position/angle of the joint (in degrees). + Indicates a change to the detail data. - + - If greater than zero, the limit is soft. The spring will pull the joint back. + Indicates a change to the tree data. - + - The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. + Indicates that the TerrainData object is about to be destroyed. - + - The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. + A heightmap based collider. - + - The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. + The terrain that stores the heightmap. - + - SortingLayer allows you to set the render order of multiple sprites easily. There is always a default SortingLayer named "Default" which all sprites are added to initially. Added more SortingLayers to easily control the order of rendering of groups of sprites. Layers can be ordered before or after the default layer. + The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. - + - This is the unique id assigned to the layer. It is not an ordered running value and it should not be used to compare with other layers to determine the sorting order. + Height of the alpha map. - + - Returns all the layers defined in this project. + Number of alpha map layers. - + - Returns the name of the layer as defined in the TagManager. + Resolution of the alpha map. - + - This is the relative value that indicates the sort order of this layer relative to the other layers. + Alpha map textures used by the Terrain. Used by Terrain Inspector for undo. - + - Returns the final sorting layer value. To determine the sorting order between the various sorting layers, use this method to retrieve the final sorting value and use CompareTo to determine the order. + Width of the alpha map. - The unique value of the sorting layer as returned by any renderer's sortingLayerID property. - - The final sorting value of the layer relative to other layers. - - + - Returns the final sorting layer value. See Also: GetLayerValueFromID. + Resolution of the base map used for rendering far patches on the terrain. - The unique value of the sorting layer as returned by any renderer's sortingLayerID property. - - The final sorting value of the layer relative to other layers. - - + - Returns the unique id of the layer. Will return "<unknown layer>" if an invalid id is given. + The local bounding box of the TerrainData object. - The unique id of the layer. - - The name of the layer with id or "<unknown layer>" for invalid id. - - + - Returns true if the id provided is a valid layer id. + Detail height of the TerrainData. - The unique id of a layer. - - True if the id provided is valid and assigned to a layer. - - + - Returns the id given the name. Will return 0 if an invalid name was given. + Contains the detail texture/meshes that the terrain has. - The name of the layer. - - The unique id of the layer with name. - - + - The coordinate space in which to operate. + Detail Resolution of the TerrainData. - + - Applies transformation relative to the local coordinate system. + Detail width of the TerrainData. - + - Applies transformation relative to the world coordinate system. + Height of the terrain in samples (Read Only). - + - Use this PropertyAttribute to add some spacing in the Inspector. + Resolution of the heightmap. - + - The spacing in pixels. + The size of each heightmap sample. - + - Use this DecoratorDrawer to add some spacing in the Inspector. + Width of the terrain in samples (Read Only). - The spacing in pixels. - + - Class for handling Sparse Textures. + The total size in world units of the terrain. - + - Is the sparse texture actually created? (Read Only) + Splat texture used by the terrain. - + - Get sparse texture tile height (Read Only). + The thickness of the terrain used for collision detection. - + - Get sparse texture tile width (Read Only). + Returns the number of tree instances. - + - Create a sparse texture. + Contains the current trees placed in the terrain. - Texture width in pixels. - Texture height in pixels. - Texture format. - Mipmap count. Pass -1 to create full mipmap chain. - Whether texture data will be in linear or sRGB color space (default is sRGB). - + - Create a sparse texture. + The list of tree prototypes this are the ones available in the inspector. - Texture width in pixels. - Texture height in pixels. - Texture format. - Mipmap count. Pass -1 to create full mipmap chain. - Whether texture data will be in linear or sRGB color space (default is sRGB). - + - Unload sparse texture tile. + Amount of waving grass in the terrain. - Tile X coordinate. - Tile Y coordinate. - Mipmap level of the texture. - + - Update sparse texture tile with color values. + Speed of the waving grass. - Tile X coordinate. - Tile Y coordinate. - Mipmap level of the texture. - Tile color data. - + - Update sparse texture tile with raw pixel values. + Strength of the waving grass in the terrain. - Tile X coordinate. - Tile Y coordinate. - Mipmap level of the texture. - Tile raw pixel data. - + - A sphere-shaped primitive collider. + Color of the waving grass that the terrain has. - + - The center of the sphere in the object's local space. + Returns the alpha map at a position x, y given a width and height. + The x offset to read from. + The y offset to read from. + The width of the alpha map area to read. + The height of the alpha map area to read. + + A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate. + - + - The radius of the sphere measured in the object's local space. + Returns a 2D array of the detail object density in the specific location. + + + + + - + - A Splat prototype is just a texture that is used by the TerrainData. + Gets the height at a certain point x,y. + + - + - The metallic value of the splat layer. + Get an array of heightmap samples. + First x index of heightmap samples to retrieve. + First y index of heightmap samples to retrieve. + Number of samples to retrieve along the heightmap's x axis. + Number of samples to retrieve along the heightmap's y axis. - + - Normal map of the splat applied to the Terrain. + Gets an interpolated height at a point x,y. + + - + - The smoothness value of the splat layer when the main texture has no alpha channel. + Get an interpolated normal at a given location. + + - + - Texture of the splat applied to the Terrain. + Gets the gradient of the terrain at point (x,y). + + - + - Offset of the tile texture of the SplatPrototype. + Returns an array of all supported detail layer indices in the area. + + + + - + - Size of the tile used in the texture of the SplatPrototype. + Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array. + The index of the tree instance. - + - The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. + Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. - + - The damper force used to dampen the spring force. + Assign all splat values in the given map area. + + + - + - The maximum distance between the bodies relative to their initial distance. + Sets the detail layer density map. + + + + - + - The minimum distance between the bodies relative to their initial distance. + Set the resolution of the detail map. + Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. + Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. - + - The spring force used to keep the two objects together. + Set an array of heightmap samples. + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). - + - The maximum allowed error between the current spring length and the length defined by minDistance and maxDistance. + Set an array of heightmap samples. + First x index of heightmap samples to set. + First y index of heightmap samples to set. + Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). - + - Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. + Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown. + The index of the tree instance. + The new TreeInstance value. - + - Should the distance be calculated automatically? + Enum provding terrain rendering options. - + - The amount by which the spring force is reduced in proportion to the movement speed. + Render all options. - + - The distance the spring will try to keep between the two objects. + Render terrain details. - + - The frequency at which the spring oscillates around the distance distance between the objects. + Render heightmap. - + - Represents a Sprite object for use in 2D gameplay. + Render trees. - + - Returns the texture that contains the alpha channel from the source texture. Unity generates this texture under the hood for sprites that have alpha in the source, and need to be compressed using techniques like ETC1. - -Returns NULL if there is no associated alpha texture for the source sprite. This is the case if the sprite has not been setup to use ETC1 compression. + How multiline text should be aligned. - + - Returns the border sizes of the sprite. + Text lines are centered. - + - Bounds of the Sprite, specified by its center and extents in world space units. + Text lines are aligned on the left side. - + - Returns true if this Sprite is packed in an atlas. + Text lines are aligned on the right side. - + - If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. + Where the anchor of the text is placed. - + - If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. + Text is anchored in lower side, centered horizontally. - + - Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. + Text is anchored in lower left corner. - + - The number of pixels in the sprite that correspond to one unit in world space. (Read Only) + Text is anchored in lower right corner. - + - Location of the Sprite on the original Texture, specified in pixels. + Text is centered both horizontally and vertically. - + - Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. + Text is anchored in left side, centered vertically. - + - Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. + Text is anchored in right side, centered vertically. - + - Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero. + Text is anchored in upper side, centered horizontally. - + - Returns a copy of the array containing sprite mesh triangles. + Text is anchored in upper left corner. - + - The base texture coordinates of the sprite mesh. + Text is anchored in upper right corner. - + - Returns a copy of the array containing sprite mesh vertex positions. + Attribute to make a string be edited with a height-flexible and scrollable text area. - + - Create a new Sprite object. + The maximum amount of lines the text area can show before it starts using a scrollbar. - Texture from which to obtain the sprite graphic. - Rectangular section of the texture to use for the sprite. - Sprite's pivot point relative to its graphic rectangle. - The number of pixels in the sprite that correspond to one unit in world space. - Amount by which the sprite mesh should be expanded outwards. - Controls the type of mesh generated for the sprite. - The border sizes of the sprite (X=left, Y=bottom, Z=right, W=top). - + - Sets up new Sprite geometry. + The minimum amount of lines the text area will use. - Array of vertex positions in Sprite Rect space. - Array of sprite mesh triangle indices. - + - How a Sprite's graphic rectangle is aligned with its pivot point. + Attribute to make a string be edited with a height-flexible and scrollable text area. + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. - + - Pivot is at the center of the bottom edge of the graphic rectangle. + Attribute to make a string be edited with a height-flexible and scrollable text area. + The minimum amount of lines the text area will use. + The maximum amount of lines the text area can show before it starts using a scrollbar. - + - Pivot is at the bottom left corner of the graphic rectangle. + Text file assets. - + - Pivot is at the bottom right corner of the graphic rectangle. + The raw bytes of the text asset. (Read Only) - + - Pivot is at the center of the graphic rectangle. + The text contents of the .txt file as a string. (Read Only) - + - Pivot is at a custom position within the graphic rectangle. + Different methods for how the GUI system handles text being too large to fit the rectangle allocated. - + - Pivot is at the center of the left edge of the graphic rectangle. + Text gets clipped to be inside the element. - + - Pivot is at the center of the right edge of the graphic rectangle. + Text flows freely outside the element. - + - Pivot is at the center of the top edge of the graphic rectangle. + A struct that stores the settings for TextGeneration. - + - Pivot is at the top left corner of the graphic rectangle. + Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics. - + - Pivot is at the top right corner of the graphic rectangle. + The base color for the text generation. - + - Defines the type of mesh generated for a sprite. + Font to use for generation. - + - Rectangle mesh equal to the user specified sprite size. + Font size. - + - Tight mesh based on pixel alpha values. As many excess pixels are cropped as possible. + Font style. - + - Sprite packing modes for the Sprite Packer. + Continue to generate characters even if the text runs out of bounds. - + - Alpha-cropped ractangle packing. + Extents that the generator will attempt to fit the text in. - + - Tight mesh based packing. + What happens to text when it reaches the horizontal generation bounds. - + - Sprite rotation modes for the Sprite Packer. + The line spacing multiplier. - + - Any rotation. + Generated vertices are offset by the pivot. - + - No rotation. + Should the text be resized to fit the configured bounds? - + - Renders a Sprite for 2D graphics. + Maximum size for resized text. - + - Rendering color for the Sprite graphic. + Minimum size for resized text. - + - Flips the sprite on the X axis. + Allow rich text markup in generation. - + - Flips the sprite on the Y axis. + A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled. - + - The Sprite to render. + How is the generated text anchored. - + - Helper utilities for accessing Sprite data. + Should the text generator update the bounds from the generated text. - + - Inner UV's of the Sprite. + What happens to text when it reaches the bottom generation bounds. - - + - Minimum width and height of the Sprite. + Class that can be used to generate text for rendering. - - + - Outer UV's of the Sprite. + The number of characters that have been generated. - - + - Return the padding on the sprite. + The number of characters that have been generated and are included in the visible lines. - - + - Stack trace logging options. + Array of generated characters. - + - Native and managed stack trace will be logged. + The size of the font that was found if using best fit mode. - + - No stack trace will be outputed to log. + Number of text lines generated. - + - Only managed stack trace will be outputed. + Information about each generated text line. - + - StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from. + Extents of the generated text in rect format. - + - Called on the first Update frame when a statemachine evaluate this state. + Number of vertices generated. - + - Called on the last update frame when a statemachine evaluate this state. + Array of generated vertices. - + - Called right after MonoBehaviour.OnAnimatorIK. + Create a TextGenerator. + - + - Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state. + Create a TextGenerator. - The Animator playing this state machine. - The full path hash for this state machine. + - + - Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state. + Populate the given List with UICharInfo. - The Animator playing this state machine. - The full path hash for this state machine. + List to populate. - + - Called right after MonoBehaviour.OnAnimatorMove. + Returns the current UICharInfo. + + Character information. + - + - Called at each Update frame except for the first and last frame. + Populate the given list with UILineInfo. + List to populate. - + - StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. + Returns the current UILineInfo. + + Line information. + - + - Combine will prepare all children of the staticBatchRoot for static batching. + Given a string and settings, returns the preferred height for a container that would hold this text. - + Generation text. + Settings for generation. + + Preferred height. + - + - Combine will prepare all gos for the static batching. staticBatchRoot will be treated as their parent. + Given a string and settings, returns the preferred width for a container that would hold this text. - - + Generation text. + Settings for generation. + + Preferred width. + - + - Enum values for the Camera's targetEye property. + Populate the given list with generated Vertices. + List to populate. - + - Render both eyes to the HMD. + Returns the current UILineInfo. + + Vertices. + - + - Render only the Left eye to the HMD. + Mark the text generator as invalid. This will force a full text generation the next time Populate is called. - + - Do not render either eye to the HMD. + Will generate the vertices and other data for the given string with the given settings. + String to generate. + Settings. - + - Render only the right eye to the HMD. + Will generate the vertices and other data for the given string with the given settings. + String to generate. + Generation settings. + The object used as context of the error log message, if necessary. + + True if the generation is a success, false otherwise. + - + - Applies tangent forces along the surfaces of colliders. + A script interface for the. - + - The scale of the impulse force applied while attempting to reach the surface speed. + How lines of text are aligned (Left, Right, Center). - + - The speed to be maintained along the surface. + Which point of the text shares the position of the Transform. - + - The speed variation (from zero to the variation) added to base speed to be applied. + The size of each character (This scales the whole text). - + - Should bounce be used for any contact with the surface? + The color used to render the text. - + - Should the impulse force but applied to the contact point? + The Font used. - + - Should friction be used for any contact with the surface? + The font size to use (for dynamic fonts). - + - Access system and hardware information. + The font style to use (for dynamic fonts). - + - Support for various Graphics.CopyTexture cases (Read Only). + How much space will be in-between lines of text. - + - The model of the device (Read Only). + How far should the text be offset from the transform.position.z when drawing. - + - The user defined name of the device (Read Only). + Enable HTML-style tags for Text Formatting Markup. - + - Returns the kind of device the application is running on (Read Only). + How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. - + - A unique device identifier. It is guaranteed to be unique for every device (Read Only). + The text that is displayed. - + - The identifier code of the graphics device (Read Only). + Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. - + - The name of the graphics device (Read Only). + Anisotropic filtering level of the texture. - + - The graphics API type used by the graphics device (Read Only). + Dimensionality (type) of the texture (Read Only). - + - The vendor of the graphics device (Read Only). + Filtering mode of the texture. - + - The identifier code of the graphics device vendor (Read Only). + Height of the texture in pixels. (Read Only) - + - The graphics API type and driver version used by the graphics device (Read Only). + Mip map bias of the texture. - + - Amount of video memory present (Read Only). + Width of the texture in pixels. (Read Only) - + - Is graphics device using multi-threaded rendering (Read Only)? + Wrap mode (Repeat or Clamp) of the texture. - + - Graphics device shader capability level (Read Only). + Retrieve a native (underlying graphics API) pointer to the texture resource. + + Pointer to an underlying graphics API texture resource. + - + - Maximum texture size (Read Only). + Sets Anisotropic limits. + + - + - What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) + Class for texture handling. - + - Operating system name with version (Read Only). + Get a small texture with all black pixels. - + - Number of processors present (Read Only). + The format of the pixel data in the texture (Read Only). - + - Processor frequency in MHz (Read Only). + How many mipmap levels are in this texture (Read Only). - + - Processor name (Read Only). + Get a small texture with all white pixels. - + - How many simultaneous render targets (MRTs) are supported? (Read Only) + Actually apply all previous SetPixel and SetPixels changes. + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. - + - Are 2D Array textures supported? (Read Only) + Compress texture into DXT format. + - + - Are 3D (volume) textures supported? (Read Only) + Creates Unity Texture out of externally created native texture object. + Native 2D texture object. + Width of texture in pixels. + Height of texture in pixels. + Format of underlying texture object. + Does the texture have mipmaps? + Is texture using linear color space? - + - Is an accelerometer available on the device? + Create a new empty texture. + + - + - Is there an Audio device available for playback? + Create a new empty texture. + + + + - + - Are compute shaders supported? (Read Only) + See Also: SetPixel, SetPixels, Apply functions. + + + + + - + - Is a gyroscope available on the device? + Encodes this texture into JPG format. + JPG quality to encode with, 1..100 (default 75). - + - Are image effects supported? (Read Only) + Encodes this texture into JPG format. + JPG quality to encode with, 1..100 (default 75). - + - Is GPU draw call instancing supported? (Read Only) + Encodes this texture into PNG format. - + - Is the device capable of reporting its location? + Returns pixel color at coordinates (x, y). + + - + - Are motion vectors supported. + Returns filtered pixel color at normalized coordinates (u, v). + + - + - Is sampling raw depth from shadowmaps supported? (Read Only) + Get the pixel colors from the texture. + The mipmap level to fetch the pixels from. Defaults to zero. + + The array of all pixels in the mipmap level of the texture. + - + - Are render textures supported? (Read Only) + Get a block of pixel colors. + The x position of the pixel array to fetch. + The y position of the pixel array to fetch. + The width length of the pixel array to fetch. + The height length of the pixel array to fetch. + The mipmap level to fetch the pixels. Defaults to zero, and is + optional. + + The array of pixels in the texture that have been selected. + - + - Are cubemap render textures supported? (Read Only) + Get a block of pixel colors in Color32 format. + - + - Are built-in shadows supported? (Read Only) + Get raw data from a texture. + + Raw texture data as a byte array. + - + - Are sparse textures supported? (Read Only) + Loads PNG/JPG image byte array into a texture. + The byte array containing the image data to load. + Set to false by default, pass true to optionally mark the texture as non-readable. + + Returns true if the data can be loaded, false otherwise. + - + - Is the stencil buffer supported? (Read Only) + Fills texture pixels with raw preformatted data. + Byte array to initialize texture pixels with. + Size of data in bytes. - + - Is the device capable of providing the user haptic feedback by vibration? + Fills texture pixels with raw preformatted data. + Byte array to initialize texture pixels with. + Size of data in bytes. - + - Amount of system memory present (Read Only). + Packs multiple Textures into a texture atlas. + Array of textures to pack into the atlas. + Padding in pixels between the packed textures. + Maximum size of the resulting texture. + Should the texture be marked as no longer readable? + + An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. + - + - Value returned by SystemInfo string properties which are not supported on the current platform. + Read pixels from screen into the saved texture data. + Rectangular region of the view to read from. Pixels are read from current render target. + Horizontal pixel position in the texture to place the pixels that are read. + Vertical pixel position in the texture to place the pixels that are read. + Should the texture's mipmaps be recalculated after reading? - + - Is render texture format supported? + Resizes the texture. - The format to look up. - - True if the format is supported. - + + + + - + - Is texture format supported on this device? + Resizes the texture. - The TextureFormat format to look up. - - True if the format is supported. - + + - + - The language the user's operating system is running in. Returned by Application.systemLanguage. + Sets pixel color at coordinates (x,y). + + + - + - Afrikaans. + Set a block of pixel colors. + The array of pixel colours to assign (a 2D image flattened to a 1D array). + The mip level of the texture to write to. - + - Arabic. + Set a block of pixel colors. + + + + + + - + - Basque. + Set a block of pixel colors. + + - + - Belarusian. + Set a block of pixel colors. + + + + + + - + - Bulgarian. + Updates Unity texture to use different native texture object. + Native 2D texture object. - + - Catalan. + Class for handling 2D texture arrays. - + - Chinese. + Number of elements in a texture array (Read Only). - + - ChineseSimplified. + Texture format (Read Only). - + - ChineseTraditional. + Actually apply all previous SetPixels changes. + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. - + - Czech. + Create a new texture array. + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Format of the texture. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - Danish. + Create a new texture array. + Width of texture array in pixels. + Height of texture array in pixels. + Number of elements in the texture array. + Format of the texture. + Should mipmaps be created? + Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - Dutch. + Returns pixel colors of a single array slice. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors. + - + - English. + Returns pixel colors of a single array slice. + Array slice to read pixels from. + Mipmap level to read pixels from. + + Array of pixel colors in low precision (8 bits/channel) format. + - + - Estonian. + Set pixel colors for the whole mip level. + An array of pixel colors. + The texture array element index. + The mip level. - + - Faroese. + Set pixel colors for the whole mip level. + An array of pixel colors. + The texture array element index. + The mip level. - + - Finnish. + Class for handling 3D Textures, Use this to create. - + - French. + The depth of the texture (Read Only). - + - German. + The format of the pixel data in the texture (Read Only). - + - Greek. + Actually apply all previous SetPixels changes. + When set to true, mipmap levels are recalculated. + When set to true, system memory copy of a texture is released. - + - Hebrew. + Create a new empty 3D Texture. + Width of texture in pixels. + Height of texture in pixels. + Depth of texture in pixels. + Texture data format. + Should the texture have mipmaps? - + - Hungarian. + Returns an array of pixel colors representing one mip level of the 3D texture. + - + - Icelandic. + Returns an array of pixel colors representing one mip level of the 3D texture. + - + - Indonesian. + Sets pixel colors of a 3D texture. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. - + - Italian. + Sets pixel colors of a 3D texture. + The colors to set the pixels to. + The mipmap level to be affected by the new colors. - + - Japanese. + Compression Quality. - + - Korean. + Best compression. - + - Latvian. + Fast compression. - + - Lithuanian. + Normal compression (default). - + - Norwegian. + Format used when creating textures from scripts. - + - Polish. + Alpha-only texture format. - + - Portuguese. + Color with alpha texture format, 8-bits per channel. - + - Romanian. + A 16 bits/pixel texture format. Texture stores color with an alpha channel. - + - Russian. + ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. - + - Serbo-Croatian. + ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. - + - Slovak. + ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. - + - Slovenian. + ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. - + - Spanish. + ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. - + - Swedish. + ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. - + - Thai. + ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. - + - Turkish. + ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. - + - Ukrainian. + ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. - + - Unknown. + ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. - + - Vietnamese. + ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. - + - The joint attempts to move a Rigidbody2D to a specific target position. + ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. - + - The local-space anchor on the rigid-body the joint is attached to. + ATC (ATITC) 4 bits/pixel compressed RGB texture format. - + - Should the target be calculated automatically? + ATC (ATITC) 8 bits/pixel compressed RGB texture format. - + - The amount by which the target spring force is reduced in proportion to the movement speed. + Compressed one channel (R) texture format. - + - The frequency at which the target spring oscillates around the target position. + Compressed two-channel (RG) texture format. - + - The maximum force that can be generated when trying to maintain the target joint constraint. + HDR compressed color texture format. - + - The world-space position that the joint will attempt to move the body to. + High quality compressed color texture format. - + - The Terrain component renders the terrain. + Color with alpha texture format, 8-bits per channel. - + - The active terrain. This is a convenience function to get to the main terrain in the scene. + Compressed color texture format. - + - The active terrains in the scene. + Compressed color texture format with Crunch compression for small storage sizes. - + - Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. + Compressed color with alpha channel texture format. - + - Heightmap patches beyond basemap distance will use a precomputed low res basemap. + Compressed color with alpha channel texture format with Crunch compression for small storage sizes. - + - Should terrain cast shadows?. + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. - + - Collect Detail patches from memory. + ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. - + - Density of detail objects. + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. - + - Detail objects will be displayed up to this distance. + ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. - + - Specify if terrain heightmap should be drawn. + ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. - + - Specify if terrain trees and details should be drawn. + ETC 4 bits/pixel compressed RGB texture format. - + - Lets you essentially lower the heightmap resolution used for rendering. + ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. - + - An approximation of how many pixels the terrain will pop in the worst case when switching lod. + ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. - + - The shininess value of the terrain. + ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. - + - The specular color of the terrain. + ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. - + - The index of the baked lightmap applied to this terrain. + PowerVR (iOS) 2 bits/pixel compressed color texture format. - + - The UV scale & offset used for a baked lightmap. + PowerVR (iOS) 4 bits/pixel compressed color texture format. - + - The custom material used to render the terrain. + PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. - + - The type of the material used to render the terrain. Could be one of the built-in types or custom. See Terrain.MaterialType. + PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. - + - The index of the realtime lightmap applied to this terrain. + A 16 bit color texture format that only has a red channel. - + - The UV scale & offset used for a realtime lightmap. + Scalar (R) texture format, 32 bit floating point. - + - How reflection probes are used for terrain. See Rendering.ReflectionProbeUsage. + Color texture format, 8-bits per channel. - + - The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. + A 16 bit color texture format. - + - Distance from the camera where trees will be rendered as billboards only. + Color with alpha texture format, 8-bits per channel. - + - Total distance delta that trees will use to transition from billboard orientation to mesh orientation. + Color and alpha texture format, 4 bit per channel. - + - The maximum distance at which trees are rendered. + RGB color and alpha texture format, 32-bit floats per channel. - + - Maximum number of trees rendered at full LOD. + RGB color and alpha texture format, 16 bit floating point per channel. - + - Adds a tree instance to the terrain. + Two color (RG) texture format, 32 bit floating point per channel. - - + - Update the terrain's LOD and vegetation information after making changes with TerrainData.SetHeightsDelayLOD. + Two color (RG) texture format, 16 bit floating point per channel. - + - Creates a Terrain including collider from TerrainData. + Scalar (R) texture format, 16 bit floating point. - - + - Flushes any change done in the terrain so it takes effect. + A format that uses the YUV color space and is often used for video encoding or playback. - + - Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs. + Wrap mode for textures. - [in / out] A list to hold the returned reflection probes and their weights. See ReflectionProbeBlendInfo. - + - Get the position of the terrain. + Clamps the texture to the last pixel at the border. - + - The type of the material used to render a terrain object. Could be one of the built-in types or custom. + Tiles the texture, creating a repeating pattern. - + - A built-in material that uses the legacy Lambert (diffuse) lighting model and has optional normal map support. + Priority of a thread. - + - A built-in material that uses the legacy BlinnPhong (specular) lighting model and has optional normal map support. + Below normal thread priority. - + - A built-in material that uses the standard physically-based lighting model. Inputs supported: smoothness, metallic / specular, normal. + Highest thread priority. - + - Use a custom material given by Terrain.materialTemplate. + Lowest thread priority. - + - Samples the height at the given position defined in world space, relative to the terrain space. + Normal thread priority. - - + - Lets you setup the connection between neighboring Terrains. + The interface to get time information from Unity. - - - - - + - A heightmap based collider. + Slows game playback time to allow screenshots to be saved between frames. - + - The terrain that stores the heightmap. + The time in seconds it took to complete the last frame (Read Only). - + - The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. + The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. - + - Height of the alpha map. + The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. - + - Number of alpha map layers. + The total number of frames that have passed (Read Only). - + - Resolution of the alpha map. + The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate). - + - Alpha map textures used by the Terrain. Used by Terrain Inspector for undo. + The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates. - + - Width of the alpha map. + The real time in seconds since the game started (Read Only). - + - Resolution of the base map used for rendering far patches on the terrain. + A smoothed out Time.deltaTime (Read Only). - + - Detail height of the TerrainData. + The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. - + - Contains the detail texture/meshes that the terrain has. + The scale at which the time is passing. This can be used for slow motion effects. - + - Detail Resolution of the TerrainData. + The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. - + - Detail width of the TerrainData. + The timeScale-independent time in seconds it took to complete the last frame (Read Only). - + - Height of the terrain in samples (Read Only). + The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. - + - Resolution of the heightmap. + Interface into Tizen specific functionality. - + - The size of each heightmap sample. + Get pointer to the Tizen EvasGL object.. - + - Width of the terrain in samples (Read Only). + Get pointer to the native window handle. - + - The total size in world units of the terrain. + Enumerator list of different indicator styles used on Handheld. - + - Splat texture used by the terrain. + Sets your game to not show any indicator while loading. - + - The thickness of the terrain used for collision detection. + The loading indicator size is large and rotates counterclockwise (progress_large and inverted). - + - Returns the number of tree instances. + The loading indicator size is small and rotates counterclockwise (process_small and inverted). - + - Contains the current trees placed in the terrain. + The loading indicator size is large and rotates clockwise (progress_large). - + - The list of tree prototypes this are the ones available in the inspector. + The loading indicator size is small and rotates clockwise (process_small). - + - Amount of waving grass in the terrain. + Specify a tooltip for a field in the Inspector window. - + - Speed of the waving grass. + The tooltip text. - + - Strength of the waving grass in the terrain. + Specify a tooltip for a field. + The tooltip text. - + - Color of the waving grass that the terrain has. + Structure describing the status of a finger touching the screen. - + - Returns the alpha map at a position x, y given a width and height. + Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular. - The x offset to read from. - The y offset to read from. - The width of the alpha map area to read. - The height of the alpha map area to read. - - A 3D array of floats, where the 3rd dimension represents the mixing weight of each splatmap at each x,y coordinate. - - + - Returns a 2D array of the detail object density in the specific location. + Value of 0 radians indicates that the stylus is pointed along the x-axis of the device. - - - - - - + - Gets the height at a certain point x,y. + The position delta since last change. - - - + - Get an array of heightmap samples. + Amount of time that has passed since the last recorded change in Touch values. - First x index of heightmap samples to retrieve. - First y index of heightmap samples to retrieve. - Number of samples to retrieve along the heightmap's x axis. - Number of samples to retrieve along the heightmap's y axis. - + - Gets an interpolated height at a point x,y. + The unique index for the touch. - - - + - Get an interpolated normal at a given location. + The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. - - - + - Gets the gradient of the terrain at point (x,y). + Describes the phase of the touch. - - - + - Returns an array of all supported detail layer indices in the area. + The position of the touch in pixel coordinates. - - - - - + - Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array. + The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. - The index of the tree instance. - + - Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. + An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size. - + - Assign all splat values in the given map area. + The amount that the radius varies by for a touch. - - - - + - Sets the detail layer density map. + The raw position used for the touch. - - - - - + - Set the resolution of the detail map. + Number of taps. - Specifies the number of pixels in the detail resolution map. A larger detailResolution, leads to more accurate detail object painting. - Specifies the size in pixels of each individually rendered detail patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. - + - Set an array of heightmap samples. + A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type. - First x index of heightmap samples to set. - First y index of heightmap samples to set. - Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). - + - Set an array of heightmap samples. + Describes phase of a finger touch. - First x index of heightmap samples to set. - First y index of heightmap samples to set. - Array of heightmap samples to set (values range from 0 to 1, array indexed as [y,x]). - + - Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown. + A finger touched the screen. - The index of the tree instance. - The new TreeInstance value. - + - Enum provding terrain rendering options. + The system cancelled tracking for the touch. - + - Render all options. + A finger was lifted from the screen. This is the final phase of a touch. - + - Render terrain details. + A finger moved on the screen. - + - Render heightmap. + A finger is touching the screen but hasn't moved. - + - Render trees. + Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. - + - How multiline text should be aligned. + Is the keyboard visible or sliding into the position on the screen? - + - Text lines are centered. + Returns portion of the screen which is covered by the keyboard. - + - Text lines are aligned on the left side. + Specifies if input process was finished. (Read Only) - + - Text lines are aligned on the right side. + Will text input field above the keyboard be hidden when the keyboard is on screen? - + - Where the anchor of the text is placed. + Is touch screen keyboard supported. - + - Text is anchored in lower side, centered horizontally. + Specified on which display the software keyboard will appear. - + - Text is anchored in lower left corner. + Returns the text displayed by the input field of the keyboard. - + - Text is anchored in lower right corner. + Returns true whenever any keyboard is completely visible on the screen. - + - Text is centered both horizontally and vertically. + Specifies if input process was canceled. (Read Only) - + - Text is anchored in left side, centered vertically. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - Text is anchored in right side, centered vertically. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - Text is anchored in upper side, centered horizontally. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - Text is anchored in upper left corner. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - Text is anchored in upper right corner. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - Attribute to make a string be edited with a height-flexible and scrollable text area. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - The maximum amount of lines the text area can show before it starts using a scrollbar. + Opens the native keyboard provided by OS on the screen. + Text to edit. + Type of keyboard (eg, any text, numbers only, etc). + Is autocorrection applied? + Can more than one line of text be entered? + Is the text masked (for passwords, etc)? + Is the keyboard opened in alert mode? + Text to be used if no other text is present. - + - The minimum amount of lines the text area will use. + Describes the type of keyboard. - + - Attribute to make a string be edited with a height-flexible and scrollable text area. + Keyboard displays standard ASCII characters. - The minimum amount of lines the text area will use. - The maximum amount of lines the text area can show before it starts using a scrollbar. - + - Attribute to make a string be edited with a height-flexible and scrollable text area. + Default keyboard for the current input method. - The minimum amount of lines the text area will use. - The maximum amount of lines the text area can show before it starts using a scrollbar. - + - Text file assets. + Keyboard optimized for specifying email addresses. - + - The raw bytes of the text asset. (Read Only) + Keypad designed for entering a person's name or phone number. - + - The text contents of the .txt file as a string. (Read Only) + Keyboard designed for Nintendo Network Accounts (available on Wii U only). - + - Different methods for how the GUI system handles text being too large to fit the rectangle allocated. + Numeric keypad designed for PIN entry. - + - Text gets clipped to be inside the element. + Keyboard with numbers and punctuation. - + - Text flows freely outside the element. + Keypad designed for entering telephone numbers. - + - A struct that stores the settings for TextGeneration. + Keyboard optimized for URL entry. - + - Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics. + Describes whether a touch is direct, indirect (or remote), or from a stylus. - + - The base color for the text generation. + A direct touch on a device. - + - Font to use for generation. + An Indirect, or remote, touch on a device. - + - Font size. + A touch from a stylus on a device. - + - Font style. + The trail renderer is used to make trails behind objects in the scene as they move about. - + - Continue to generate characters even if the text runs out of bounds. + Does the GameObject of this trail renderer auto destructs? - + - Extents that the generator will attempt to fit the text in. + Set the color gradient describing the color of the trail at various points along its length. - + - What happens to text when it reaches the horizontal generation bounds. + Set the color at the end of the trail. - + - The line spacing multiplier. + The width of the trail at the end of the trail. - + - Generated vertices are offset by the pivot. + Set the minimum distance the trail can travel before a new vertex is added to it. - + - Should the text be resized to fit the configured bounds? + Set this to a value greater than 0, to get rounded corners on each end of the trail. - + - Maximum size for resized text. + Set this to a value greater than 0, to get rounded corners between each segment of the trail. - + - Minimum size for resized text. + Set the color at the start of the trail. - + - Allow rich text markup in generation. + The width of the trail at the spawning point. - + - A scale factor for the text. This is useful if the Text is on a Canvas and the canvas is scaled. + Choose whether the U coordinate of the trail texture is tiled or stretched. - + - How is the generated text anchored. + How long does the trail take to fade out. - + - Should the text generator update the bounds from the generated text. + Set the curve describing the width of the trail at various points along its length. - + - What happens to text when it reaches the bottom generation bounds. + Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail. - + - Class that can be used to generate text for rendering. + Removes all points from the TrailRenderer. +Useful for restarting a trail from a new position. - + - The number of characters that have been generated. + Position, rotation and scale of an object. - + - The number of characters that have been generated and are included in the visible lines. + The number of children the Transform has. - + - Array of generated characters. + The rotation as Euler angles in degrees. - + - The size of the font that was found if using best fit mode. + The blue axis of the transform in world space. - + - Number of text lines generated. + Has the transform changed since the last time the flag was set to 'false'? - + - Information about each generated text line. + The transform capacity of the transform's hierarchy data structure. - + - Extents of the generated text in rect format. + The number of transforms in the transform's hierarchy data structure. - + - Number of vertices generated. + The rotation as Euler angles in degrees relative to the parent transform's rotation. - + - Array of generated vertices. + Position of the transform relative to the parent transform. - + - Create a TextGenerator. + The rotation of the transform relative to the parent transform's rotation. - - + - Create a TextGenerator. + The scale of the transform relative to the parent. - - + - Populate the given List with UICharInfo. + Matrix that transforms a point from local space into world space (Read Only). - List to populate. - + - Returns the current UICharInfo. + The global scale of the object (Read Only). - - Character information. - - + - Populate the given list with UILineInfo. + The parent of the transform. - List to populate. - + - Returns the current UILineInfo. + The position of the transform in world space. - - Line information. - - + - Given a string and settings, returns the preferred height for a container that would hold this text. + The red axis of the transform in world space. - Generation text. - Settings for generation. - - Preferred height. - - + - Given a string and settings, returns the preferred width for a container that would hold this text. + Returns the topmost transform in the hierarchy. - Generation text. - Settings for generation. - - Preferred width. - - + - Populate the given list with generated Vertices. + The rotation of the transform in world space stored as a Quaternion. - List to populate. - + - Returns the current UILineInfo. + The green axis of the transform in world space. - - Vertices. - - + - Mark the text generator as invalid. This will force a full text generation the next time Populate is called. + Matrix that transforms a point from world space into local space (Read Only). - + - Will generate the vertices and other data for the given string with the given settings. + Unparents all children. - String to generate. - Settings. - + - A script interface for the. + Finds a child by name and returns it. + Name of child to be found. - + - How lines of text are aligned (Left, Right, Center). + Returns a transform child by index. + Index of the child transform to return. Must be smaller than Transform.childCount. + + Transform child by index. + - + - Which point of the text shares the position of the Transform. + Gets the sibling index. - + - The size of each character (This scales the whole text). + Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + - + - The color used to render the text. + Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + + + - + - The Font used. + Transforms position from world space to local space. + - + - The font size to use (for dynamic fonts). + Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + + + - + - The font style to use (for dynamic fonts). + Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + - + - How much space will be in-between lines of text. + Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + + + - + - How far should the text be offset from the transform.position.z when drawing. + Is this transform a child of parent? + - + - Enable HTML-style tags for Text Formatting Markup. + Rotates the transform so the forward vector points at target's current position. + Object to point towards. + Vector specifying the upward direction. - + - How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. + Rotates the transform so the forward vector points at target's current position. + Object to point towards. + Vector specifying the upward direction. - + - The text that is displayed. + Rotates the transform so the forward vector points at worldPosition. + Point to look at. + Vector specifying the upward direction. - + - Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. + Rotates the transform so the forward vector points at worldPosition. + Point to look at. + Vector specifying the upward direction. - + - Anisotropic filtering level of the texture. + Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). + Rotation to apply. + Rotation is local to object or World. - + - Dimensionality (type) of the texture (Read Only). + Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + Degrees to rotate around the X axis. + Degrees to rotate around the Y axis. + Degrees to rotate around the Z axis. + Rotation is local to object or World. - + - Filtering mode of the texture. + Rotates the object around axis by angle degrees. + Axis to apply rotation to. + Degrees to rotation to apply. + Rotation is local to object or World. - + - Height of the texture in pixels. (Read Only) + Rotates the transform about axis passing through point in world coordinates by angle degrees. + + + - + - Mip map bias of the texture. + + + - + - Width of the texture in pixels. (Read Only) + Move the transform to the start of the local transform list. - + - Wrap mode (Repeat or Clamp) of the texture. + Move the transform to the end of the local transform list. - + - Retrieve a native (underlying graphics API) pointer to the texture resource. + Set the parent of the transform. - - Pointer to an underlying graphics API texture resource. - + The parent Transform to use. + If true, the parent-relative position, scale and + rotation are modified such that the object keeps the same world space position, + rotation and scale as before. - + - Sets Anisotropic limits. + Set the parent of the transform. - - + The parent Transform to use. + If true, the parent-relative position, scale and + rotation are modified such that the object keeps the same world space position, + rotation and scale as before. - + - Class for texture handling. + Sets the sibling index. + Index to set. - + - Get a small texture with all black pixels. + Transforms direction from local space to world space. + - + - The format of the pixel data in the texture (Read Only). + Transforms direction x, y, z from local space to world space. + + + - + - How many mipmap levels are in this texture (Read Only). + Transforms position from local space to world space. + - + - Get a small texture with all white pixels. + Transforms the position x, y, z from local space to world space. + + + - + - Actually apply all previous SetPixel and SetPixels changes. + Transforms vector from local space to world space. - When set to true, mipmap levels are recalculated. - When set to true, system memory copy of a texture is released. + - + - Compress texture into DXT format. + Transforms vector x, y, z from local space to world space. - + + + - + - Creates Unity Texture out of externally created native texture object. + Moves the transform in the direction and distance of translation. - Native 2D texture object. - Width of texture in pixels. - Height of texture in pixels. - Format of underlying texture object. - Does the texture have mipmaps? - Is texture using linear color space? + + - + - Create a new empty texture. + Moves the transform in the direction and distance of translation. - - + + - + - Create a new empty texture. + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. - - - - + + + + - + - See Also: SetPixel, SetPixels, Apply functions. + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. - - - - - + + + + - + - Encodes this texture into JPG format. + Moves the transform in the direction and distance of translation. - JPG quality to encode with, 1..100 (default 75). + + - + - Encodes this texture into JPG format. + Moves the transform by x along the x axis, y along the y axis, and z along the z axis. - JPG quality to encode with, 1..100 (default 75). + + + + - + - Encodes this texture into PNG format. + Transparent object sorting mode of a Camera. - + - Returns pixel color at coordinates (x, y). + Default transparency sorting mode. - - - + - Returns filtered pixel color at normalized coordinates (u, v). + Orthographic transparency sorting mode. - - - + - Get a block of pixel colors. + Perspective transparency sorting mode. - - + - Get a block of pixel colors. + Tree Component for the tree creator. - - - - - - + - Get a block of pixel colors in Color32 format. + Data asociated to the Tree. - - + - Get raw data from a texture. + Tells if there is wind data exported from SpeedTree are saved on this component. - - Raw texture data as a byte array. - - + - Loads PNG/JPG image byte array into a texture. + Contains information about a tree placed in the Terrain game object. - The byte array containing the image data to load. - Set to false by default, pass true to optionally mark the texture as non-readable. - - Returns true if the data can be loaded, false otherwise. - - + - Fills texture pixels with raw preformatted data. + Color of this instance. - Byte array to initialize texture pixels with. - Size of data in bytes. - + - Fills texture pixels with raw preformatted data. + Height scale of this instance (compared to the prototype's size). - Byte array to initialize texture pixels with. - Size of data in bytes. - + - Packs multiple Textures into a texture atlas. + Lightmap color calculated for this instance. - Array of textures to pack into the atlas. - Padding in pixels between the packed textures. - Maximum size of the resulting texture. - Should the texture be marked as no longer readable? - - An array of rectangles containing the UV coordinates in the atlas for each input texture, or null if packing fails. - - + - Read pixels from screen into the saved texture data. + Position of the tree. - Rectangular region of the view to read from. Pixels are read from current render target. - Horizontal pixel position in the texture to place the pixels that are read. - Vertical pixel position in the texture to place the pixels that are read. - Should the texture's mipmaps be recalculated after reading? - + - Resizes the texture. + Index of this instance in the TerrainData.treePrototypes array. - - - - - + - Resizes the texture. + Read-only. + +Rotation of the tree on X-Z plane (in radians). - - - + - Sets pixel color at coordinates (x,y). + Width scale of this instance (compared to the prototype's size). - - - - + - Set a block of pixel colors. + Simple class that contains a pointer to a tree prototype. - The array of pixel colours to assign (a 2D image flattened to a 1D array). - The mip level of the texture to write to. - + - Set a block of pixel colors. + Bend factor of the tree prototype. - - - - - - - + - Set a block of pixel colors. + Retrieves the actual GameObect used by the tree. - - - + - Set a block of pixel colors. + Class that specifies some information about a renderable character. - - - - - - - + - Updates Unity texture to use different native texture object. + Character width. - Native 2D texture object. - + - Class for handling 2D texture arrays. + Position of the character cursor in local (text generated) space. - + - Number of elements in a texture array (Read Only). + Information about a generated line of text. - + - Texture format (Read Only). + Height of the line. - + - Actually apply all previous SetPixels changes. + Index of the first character in the line. - When set to true, mipmap levels are recalculated. - When set to true, system memory copy of a texture is released. - + - Create a new texture array. + The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField. - Width of texture array in pixels. - Height of texture array in pixels. - Number of elements in the texture array. - Format of the texture. - Should mipmaps be created? - Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - Create a new texture array. + Vertex class used by a Canvas for managing vertices. - Width of texture array in pixels. - Height of texture array in pixels. - Number of elements in the texture array. - Format of the texture. - Should mipmaps be created? - Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false. - + - Returns pixel colors of a single array slice. + Vertex color. - Array slice to read pixels from. - Mipmap level to read pixels from. - - Array of pixel colors. - - + - Returns pixel colors of a single array slice. + Normal. - Array slice to read pixels from. - Mipmap level to read pixels from. - - Array of pixel colors in low precision (8 bits/channel) format. - - + - Set pixel colors for the whole mip level. + Vertex position. - An array of pixel colors. - The texture array element index. - The mip level. - + - Set pixel colors for the whole mip level. + Simple UIVertex with sensible settings for use in the UI system. - An array of pixel colors. - The texture array element index. - The mip level. - + - Class for handling 3D Textures, Use this to create. + Tangent. - + - The depth of the texture (Read Only). + UV0. - + - The format of the pixel data in the texture (Read Only). + UV1. - + - Actually apply all previous SetPixels changes. + Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. - When set to true, mipmap levels are recalculated. - When set to true, system memory copy of a texture is released. - + - Create a new empty 3D Texture. + Version of Unity API. - Width of texture in pixels. - Height of texture in pixels. - Depth of texture in pixels. - Texture data format. - Should the texture have mipmaps? - + - Returns an array of pixel colors representing one mip level of the 3D texture. + Initializes a new instance of UnityAPICompatibilityVersionAttribute. - + Unity version that this assembly with compatible with. - + - Returns an array of pixel colors representing one mip level of the 3D texture. + Constants to pass to Application.RequestUserAuthorization. - - + - Sets pixel colors of a 3D texture. + Request permission to use any audio input sources attached to the computer. - The colors to set the pixels to. - The mipmap level to be affected by the new colors. - + - Sets pixel colors of a 3D texture. + Request permission to use any video input sources attached to the computer. - The colors to set the pixels to. - The mipmap level to be affected by the new colors. - + - Compression Quality. + Representation of 2D vectors and points. - + - Best compression. + Shorthand for writing Vector2(0, -1). - + - Fast compression. + Shorthand for writing Vector2(-1, 0). - + - Normal compression (default). + Returns the length of this vector (Read Only). - + - Format used when creating textures from scripts. + Returns this vector with a magnitude of 1 (Read Only). - + - Alpha-only texture format. + Shorthand for writing Vector2(1, 1). - + - Color with an alpha channel texture format. + Shorthand for writing Vector2(1, 0). - + - A 16 bits/pixel texture format. Texture stores color with an alpha channel. + Returns the squared length of this vector (Read Only). - + - ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. + Shorthand for writing Vector2(0, 1). - + - ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. + X component of the vector. - + - ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. + Y component of the vector. - + - ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. + Shorthand for writing Vector2(0, 0). - + - ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. + Returns the angle in degrees between from and to. + + - + - ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. + Returns a copy of vector with its magnitude clamped to maxLength. + + - + - ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. + Constructs a new vector with given x, y components. + + - + - ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. + Returns the distance between a and b. + + - + - ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. + Dot Product of two vectors. + + - + - ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. + Converts a Vector3 to a Vector2. + - + - ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. + Converts a Vector2 to a Vector3. + - + - ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. + Linearly interpolates between vectors a and b by t. + + + - + - ATC (ATITC) 4 bits/pixel compressed RGB texture format. + Linearly interpolates between vectors a and b by t. + + + - + - ATC (ATITC) 8 bits/pixel compressed RGB texture format. + Returns a vector that is made from the largest components of two vectors. + + - + - Format returned by iPhone camera. + Returns a vector that is made from the smallest components of two vectors. + + - + - Compressed color texture format. + Moves a point current towards target. + + + - + - Compressed color texture format with crunch compression for small storage sizes. + Makes this vector have a magnitude of 1. - + - Compressed color with alpha channel texture format. + Divides a vector by a number. + + - + - Compressed color with alpha channel texture format with crunch compression for small storage sizes. + Returns true if the vectors are equal. + + - + - ETC2 EAC (GL ES 3.0) 4 bitspixel compressed unsigned single-channel texture format. + Subtracts one vector from another. + + - + - ETC2 EAC (GL ES 3.0) 4 bitspixel compressed signed single-channel texture format. + Negates a vector. + - + - ETC2 EAC (GL ES 3.0) 8 bitspixel compressed unsigned dual-channel (RG) texture format. + Multiplies a vector by a number. + + - + - ETC2 EAC (GL ES 3.0) 8 bitspixel compressed signed dual-channel (RG) texture format. + Multiplies a vector by a number. + + - + - ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. + Returns true if vectors different. + + - + - ETC 4 bits/pixel compressed RGB texture format. + Adds two vectors. + + - + - ETC 4 bitspixel RGB + 4 bitspixel Alpha compressed texture format. + Reflects a vector off the vector defined by a normal. + + - + - ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. + Multiplies two vectors component-wise. + + - + - ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. + Multiplies every component of this vector by the same component of scale. + - + - ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. + Set x and y components of an existing Vector2. + + - + - PowerVR (iOS) 2 bits/pixel compressed color texture format. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - PowerVR (iOS) 4 bits/pixel compressed color texture format. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. + Access the x or y component using [0] or [1] respectively. - + - A 16 bit color texture format that only has a red channel. + Returns a nicely formatted string for this vector. + - + - Scalar (R) texture format, 32 bit floating point. + Returns a nicely formatted string for this vector. + - + - A color texture format. + Representation of 3D vectors and points. - + - A 16 bit color texture format. + Shorthand for writing Vector3(0, 0, -1). - + - Color with alpha texture format, 8-bits per channel. + Shorthand for writing Vector3(0, -1, 0). - + - Color and alpha texture format, 4 bit per channel. + Shorthand for writing Vector3(0, 0, 1). - + - RGB color and alpha etxture format, 32-bit floats per channel. + Shorthand for writing Vector3(-1, 0, 0). - + - RGB color and alpha texture format, 16 bit floating point per channel. + Returns the length of this vector (Read Only). - + - Two color (RG) texture format, 32 bit floating point per channel. + Returns this vector with a magnitude of 1 (Read Only). - + - Two color (RG) texture format, 16 bit floating point per channel. + Shorthand for writing Vector3(1, 1, 1). - + - Scalar (R) texture format, 16 bit floating point. + Shorthand for writing Vector3(1, 0, 0). - + - A format that uses the YUV color space and is often used for video encoding. Currently, this texture format is only useful for native code plugins as there is no support for texture importing or pixel access for this format. YUY2 is implemented for Direct3D 9, Direct3D 11, and Xbox One. + Returns the squared length of this vector (Read Only). - + - Wrap mode for textures. + Shorthand for writing Vector3(0, 1, 0). - + - Clamps the texture to the last pixel at the border. + X component of the vector. - + - Tiles the texture, creating a repeating pattern. + Y component of the vector. - + - Priority of a thread. + Z component of the vector. - + - Below normal thread priority. + Shorthand for writing Vector3(0, 0, 0). - + - Highest thread priority. + Returns the angle in degrees between from and to. + The angle extends round from this vector. + The angle extends round to this vector. - + - Lowest thread priority. + Returns a copy of vector with its magnitude clamped to maxLength. + + - + - Normal thread priority. + Cross Product of two vectors. + + - + - The interface to get time information from Unity. + Creates a new vector with given x, y, z components. + + + - + - Slows game playback time to allow screenshots to be saved between frames. + Creates a new vector with given x, y components and sets z to zero. + + - + - The time in seconds it took to complete the last frame (Read Only). + Returns the distance between a and b. + + - + - The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate) are performed. + Dot Product of two vectors. + + - + - The time the latest MonoBehaviour.FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. + Linearly interpolates between two vectors. + + + - + - The total number of frames that have passed (Read Only). + Linearly interpolates between two vectors. + + + - + - The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's MonoBehaviour.FixedUpdate). + Returns a vector that is made from the largest components of two vectors. + + - + - The real time in seconds since the game started (Read Only). + Returns a vector that is made from the smallest components of two vectors. + + - + - A smoothed out Time.deltaTime (Read Only). + Moves a point current in a straight line towards a target point. + + + - + - The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + + - + - The scale at which the time is passing. This can be used for slow motion effects. + Makes this vector have a magnitude of 1. - + - The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. + Divides a vector by a number. + + - + - The timeScale-independent time in seconds it took to complete the last frame (Read Only). + Returns true if the vectors are equal. + + - + - The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. + Subtracts one vector from another. + + - + - Interface into Tizen specific functionality. + Negates a vector. + - + - Get pointer to the native window handle. + Multiplies a vector by a number. + + - + - Specify a tooltip for a field. + Multiplies a vector by a number. + + - + - The tooltip text. + Returns true if vectors different. + + - + - Specify a tooltip for a field. + Adds two vectors. - The tooltip text. + + - + - Structure describing the status of a finger touching the screen. + Makes vectors normalized and orthogonal to each other. + + - + - Value of 0 radians indicates that the stylus is parallel to the surface, pi/2 indicates that it is perpendicular. + Makes vectors normalized and orthogonal to each other. + + + - + - Value of 0 radians indicates that the stylus is pointed along the x-axis of the device. + Projects a vector onto another vector. + + - + - The position delta since last change. + Projects a vector onto a plane defined by a normal orthogonal to the plane. + + - + - Amount of time that has passed since the last recorded change in Touch values. + Reflects a vector off the plane defined by a normal. + + - + - The unique index for the touch. + Rotates a vector current towards target. + + + + - + - The maximum possible pressure value for a platform. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + Multiplies two vectors component-wise. + + - + - Describes the phase of the touch. + Multiplies every component of this vector by the same component of scale. + - + - The position of the touch in pixel coordinates. + Set x, y and z components of an existing Vector3. + + + - + - The current amount of pressure being applied to a touch. 1.0f is considered to be the pressure of an average touch. If Input.touchPressureSupported returns false, the value of this property will always be 1.0f. + Spherically interpolates between two vectors. + + + - + - An estimated value of the radius of a touch. Add radiusVariance to get the maximum touch size, subtract it to get the minimum touch size. + Spherically interpolates between two vectors. + + + - + - The amount that the radius varies by for a touch. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - The raw position used for the touch. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - Number of taps. + Gradually changes a vector towards a desired goal over time. + The current position. + The position we are trying to reach. + The current velocity, this value is modified by the function every time you call it. + Approximately the time it will take to reach the target. A smaller value will reach the target faster. + Optionally allows you to clamp the maximum speed. + The time since the last call to this function. By default Time.deltaTime. - + - A value that indicates whether a touch was of Direct, Indirect (or remote), or Stylus type. + Access the x, y, z components using [0], [1], [2] respectively. - + - Describes phase of a finger touch. + Returns a nicely formatted string for this vector. + - + - A finger touched the screen. + Returns a nicely formatted string for this vector. + - + - The system cancelled tracking for the touch. + Representation of four-dimensional vectors. - + - A finger was lifted from the screen. This is the final phase of a touch. + Returns the length of this vector (Read Only). - + - A finger moved on the screen. + Returns this vector with a magnitude of 1 (Read Only). - + - A finger is touching the screen but hasn't moved. + Shorthand for writing Vector4(1,1,1,1). - + - Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. + Returns the squared length of this vector (Read Only). - + - Is the keyboard visible or sliding into the position on the screen? + W component of the vector. - + - Returns portion of the screen which is covered by the keyboard. + X component of the vector. - + - Specifies if input process was finished. (Read Only) + Y component of the vector. - + - Will text input field above the keyboard be hidden when the keyboard is on screen? + Z component of the vector. - + - Is touch screen keyboard supported. + Shorthand for writing Vector4(0,0,0,0). - + - Specified on which display the software keyboard will appear. + Creates a new vector with given x, y, z, w components. + + + + - + - Returns the text displayed by the input field of the keyboard. + Creates a new vector with given x, y, z components and sets w to zero. + + + - + - Returns true whenever any keyboard is completely visible on the screen. + Creates a new vector with given x, y components and sets z and w to zero. + + - + - Specifies if input process was canceled. (Read Only) + Returns the distance between a and b. + + - + - Opens the native keyboard provided by OS on the screen. + Dot Product of two vectors. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + + - + - Opens the native keyboard provided by OS on the screen. + Converts a Vector4 to a Vector2. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + - + - Opens the native keyboard provided by OS on the screen. + Converts a Vector4 to a Vector3. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + - + - Opens the native keyboard provided by OS on the screen. + Converts a Vector2 to a Vector4. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + - + - Opens the native keyboard provided by OS on the screen. + Converts a Vector3 to a Vector4. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + - + - Opens the native keyboard provided by OS on the screen. + Linearly interpolates between two vectors. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + + + - + - Opens the native keyboard provided by OS on the screen. + Linearly interpolates between two vectors. - Text to edit. - Type of keyboard (eg, any text, numbers only, etc). - Is autocorrection applied? - Can more than one line of text be entered? - Is the text masked (for passwords, etc)? - Is the keyboard opened in alert mode? - Text to be used if no other text is present. + + + - + - Describes the type of keyboard. + Returns a vector that is made from the largest components of two vectors. + + - + - Keyboard displays standard ASCII characters. + Returns a vector that is made from the smallest components of two vectors. + + - + - Default keyboard for the current input method. + Moves a point current towards target. + + + - + - Keyboard optimized for specifying email addresses. + + - + - Keypad designed for entering a person's name or phone number. + Makes this vector have a magnitude of 1. - + - Keyboard designed for Nintendo Network Accounts (available on Wii U only). + Divides a vector by a number. + + - + - Numeric keypad designed for PIN entry. + Returns true if the vectors are equal. + + - + - Keyboard with numbers and punctuation. + Subtracts one vector from another. + + - + - Keypad designed for entering telephone numbers. + Negates a vector. + - + - Keyboard optimized for URL entry. + Multiplies a vector by a number. + + - + - Describes whether a touch is direct, indirect (or remote), or from a stylus. + Multiplies a vector by a number. + + - + - A direct touch on a device. + Returns true if vectors different. + + - + - An Indirect, or remote, touch on a device. + Adds two vectors. + + - + - A touch from a stylus on a device. + Projects a vector onto another vector. + + - + - The trail renderer is used to make trails behind objects in the scene as they move about. + Multiplies two vectors component-wise. + + - + - Does the GameObject of this trail renderer auto destructs? + Multiplies every component of this vector by the same component of scale. + - + - The width of the trail at the end of the trail. + Set x, y, z and w components of an existing Vector4. + + + + - + - The width of the trail at the spawning point. + Access the x, y, z, w components using [0], [1], [2], [3] respectively. - + - How long does the trail take to fade out. + Returns a nicely formatted string for this vector. + - + - Removes all points from the TrailRenderer. -Useful for restarting a trail from a new position. + Returns a nicely formatted string for this vector. + - + - Position, rotation and scale of an object. + Wrapping modes for text that reaches the vertical boundary. - + - The number of children the Transform has. + Text well continue to generate when reaching vertical boundary. - + - The rotation as Euler angles in degrees. + Text will be clipped when reaching the vertical boundary. - + - The blue axis of the transform in world space. + VR Input tracking data. - + - Has the transform changed since the last time the flag was set to 'false'? + The current position of the requested VRNode. + Node index. + + Position of node local to its tracking space. + - + - The transform capacity of the transform's hierarchy data structure. + The current rotation of the requested VRNode. + Node index. + + Rotation of node local to its tracking space. + - + - The number of transforms in the transform's hierarchy data structure. + Center tracking to the current position and orientation of the HMD. - + - The rotation as Euler angles in degrees relative to the parent transform's rotation. + Contains all functionality related to a VR device. - + - Position of the transform relative to the parent transform. + The name of the family of the loaded VR device. - + - The rotation of the transform relative to the parent transform's rotation. + Successfully detected a VR device in working order. - + - The scale of the transform relative to the parent. + Specific model of loaded VR device. - + - Matrix that transforms a point from local space into world space (Read Only). + Refresh rate of the display in Hertz. - + - The global scale of the object (Read Only). + Native pointer to the VR device structure, if available. + + Native pointer to VR device if available, else 0. + - + - The parent of the transform. + Supported VR devices. - + - The position of the transform in world space. + Sony's Project Morpheus VR device for Playstation 4. (Obsolete please use VRDeviceType.PlayStationVR instead). - + - The red axis of the transform in world space. + No VR Device. - + - Returns the topmost transform in the hierarchy. + Oculus family of VR devices. - + - The rotation of the transform in world space stored as a Quaternion. + Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR). - + - The green axis of the transform in world space. + Split screen stereo 3D (the left and right cameras are rendered side by side). - + - Matrix that transforms a point from world space into local space (Read Only). + Stereo 3D via D3D11 or OpenGL. - + - Unparents all children. + This value is returned when running on a device that does not have its own value in this VRDeviceType enum. To find out the device name, you can use VRSettings.loadedDeviceName. - + - Finds a child by name and returns it. + Enumeration of nodes which can be updated by VR input. - Name of child to be found. - + - Returns a transform child by index. + Node between left and right eyes. - Index of the child transform to return. Must be smaller than Transform.childCount. - - Transform child by index. - - + - Gets the sibling index. + Head node. - + - Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. + Left Eye node. - - + - Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection. + Left Hand node. - - - - + - Transforms position from world space to local space. + Right Eye node. - - + - Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint. + Right Hand node. - - - - + - Transforms a vector from world space to local space. The opposite of Transform.TransformVector. + Global VR related settings. - - + - Transforms the vector x, y, z from world space to local space. The opposite of Transform.TransformVector. + Globally enables or disables VR for the application. - - - - + - Is this transform a child of parent? + The current height of an eye texture for the loaded device. - - + - Rotates the transform so the forward vector points at target's current position. + The current width of an eye texture for the loaded device. - Object to point towards. - Vector specifying the upward direction. - + - Rotates the transform so the forward vector points at target's current position. + Read-only value that can be used to determine if the VR device is active. - Object to point towards. - Vector specifying the upward direction. - + - Rotates the transform so the forward vector points at worldPosition. + Type of VR device that is currently in use. - Point to look at. - Vector specifying the upward direction. - + - Rotates the transform so the forward vector points at worldPosition. + Type of VR device that is currently loaded. - Point to look at. - Vector specifying the upward direction. - + - Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). + Controls the texel:pixel ratio before lens correction, trading performance for sharpness. - Rotation to apply. - Rotation is local to object or World. - + - Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order). + Controls the texel:pixel ratio before lens correction, trading performance for sharpness. - Degrees to rotate around the X axis. - Degrees to rotate around the Y axis. - Degrees to rotate around the Z axis. - Rotation is local to object or World. - + - Rotates the object around axis by angle degrees. + Mirror what is shown on the device to the main display, if possible. - Axis to apply rotation to. - Degrees to rotation to apply. - Rotation is local to object or World. - + - Rotates the transform about axis passing through point in world coordinates by angle degrees. + Returns a list of supported VR devices that were included at build time. - - - - + - + Loads the requested device at the beginning of the next frame. - - + Name of the device from VRSettings.supportedDevices. + Prioritized list of device names from VRSettings.supportedDevices. - + - Move the transform to the start of the local transform list. + Loads the requested device at the beginning of the next frame. + Name of the device from VRSettings.supportedDevices. + Prioritized list of device names from VRSettings.supportedDevices. - + - Move the transform to the end of the local transform list. + Timing and other statistics from the VR subsystem. - + - Set the parent of the transform. + Total GPU time utilized last frame as measured by the VR subsystem. - The parent Transform to use. - If true, the parent-relative position, scale and rotation is modified such that the object keeps the same world space position, rotation and scale as before. - + - Sets the sibling index. + The Holographic Settings contain functions which effect the performance and presentation of Holograms on Windows Holographic platforms. - Index to set. - + - Transforms direction from local space to world space. + Option to allow developers to achieve higher framerate at the cost of high latency. By default this option is off. - + True to enable or false to disable Low Latent Frame Presentation. - + - Transforms direction x, y, z from local space to world space. + Returns true if Holographic rendering is currently running with Latent Frame Presentation. Default value is false. - - - - + - Transforms position from local space to world space. + Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame. - + The position of the focal point in the scene, relative to the camera. + Surface normal of the plane being viewed at the focal point. + A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene. - + - Transforms the position x, y, z from local space to world space. + Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame. - - - + The position of the focal point in the scene, relative to the camera. + Surface normal of the plane being viewed at the focal point. + A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene. - + - Transforms vector from local space to world space. + Sets a point in 3d space that is the focal point of the scene for the user for this frame. This helps improve the visual fidelity of content around this point. This must be set every frame. - + The position of the focal point in the scene, relative to the camera. + Surface normal of the plane being viewed at the focal point. + A vector that describes how the focus point is moving in the scene at this point in time. This allows the HoloLens to compensate for both your head movement and the movement of the object in the scene. - + - Transforms vector x, y, z from local space to world space. + Manager class with API for recognizing user gestures. - - - - + - Moves the transform in the direction and distance of translation. + Cancels any pending gesture events. Additionally this will call StopCapturingGestures. - - - + - Moves the transform in the direction and distance of translation. + Create a GestureRecognizer. - - - + - Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + Disposes the resources used by gesture recognizer. - - - - - + - Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + Callback indicating an error or warning occurred. - - - - + A readable error string (when possible). + The HRESULT code from the platform. - + - Moves the transform in the direction and distance of translation. + Fired when a warning or error is emitted by the GestureRecognizer. - - + Delegate to be triggered to report warnings and errors. - + - Moves the transform by x along the x axis, y along the y axis, and z along the z axis. + Retrieve a mask of the currently enabled gestures. - - - - + + A mask indicating which Gestures are currently recognizable. + - + - Transparent object sorting mode of a Camera. + Fired when the user does a cancel event either using their hands or in speech. + Delegate to be triggered when a cancel event is triggered. - + - Default transparency sorting mode. + Callback indicating a cancel event. + Indicates which input medium triggered this event. + Ray (with normalized direction) from user at the time this gesture began. - + - Orthographic transparency sorting mode. + Fired when users complete a hold gesture. + Delegate to be triggered when the user completes a hold gesture. - + - Perspective transparency sorting mode. + Callback indicating a hold completed event. + Indicates which input medium triggered this event. + Ray (with normalized direction) from user at the time this gesture began. - + - Tree Component for the tree creator. + Fired when users start a hold gesture. + The delegate to be triggered when a user starts a hold gesture. - + - Data asociated to the Tree. + Callback indicating a hold started event. + Indicates which input medium triggered this event. + Ray (with normalized direction) from user at the time this gesture began. - + - Tells if there is wind data exported from SpeedTree are saved on this component. + Used to query if the GestureRecognizer is currently receiving Gesture events. + + True if the GestureRecognizer is receiving events or false otherwise. + - + - Contains information about a tree placed in the Terrain game object. + Fires when a Manipulation gesture is canceled. + Delegate to be triggered when a cancel event is triggered. - + - Color of this instance. + Callback indicating a cancel event. + Indicates which input medium triggered this event. + Total distance moved since the beginning of the manipulation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Height scale of this instance (compared to the prototype's size). + Fires when a Manipulation gesture is completed. + Delegate to be triggered when a completed event is triggered. - + - Lightmap color calculated for this instance. + Callback indicating a completed event. + Indicates which input medium triggered this event. + Total distance moved since the beginning of the manipulation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Position of the tree. + Fires when an interaction becomes a Manipulation gesture. + Delegate to be triggered when a started event is triggered. - + - Index of this instance in the TerrainData.treePrototypes array. + Callback indicating a started event. + Indicates which input medium triggered this event. + Total distance moved since the beginning of the manipulation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Rotation of the tree on X-Z plane (in radians). + Fires when a Manipulation gesture is updated due to hand movement. + Delegate to be triggered when a updated event is triggered. - + - Width scale of this instance (compared to the prototype's size). + Callback indicating a updated event. + Indicates which input medium triggered this event. + Total distance moved since the beginning of the manipulation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Simple class that contains a pointer to a tree prototype. + Fires when a Navigation gesture is canceled. + Delegate to be triggered when a cancel event is triggered. - + - Bend factor of the tree prototype. + Callback indicating a cancel event. + Indicates which input medium triggered this event. + The last known normalized offset of the input within the unit cube for the navigation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Retrieves the actual GameObect used by the tree. + Fires when a Navigation gesture is completed. + Delegate to be triggered when a complete event is triggered. - + - Class that specifes some information about a renderable character. + Callback indicating a completed event. + Indicates which input medium triggered this event. + The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Character width. + Fires when an interaction becomes a Navigation gesture. + Delegate to be triggered when a started event is triggered. - + - Position of the character cursor in local (text generated) space. + Callback indicating a started event. + Indicates which input medium triggered this event. + The normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Information about a generated line of text. + Fires when a Navigation gesture is updated due to hand or controller movement. + Delegate to be triggered when a update event is triggered. - + - Height of the line. + Callback indicating a update event. + Indicates which input medium triggered this event. + The last known normalized offset, since the navigation gesture began, of the input within the unit cube for the navigation gesture. + Ray (with normalized direction) from user at the time this gesture began. - + - Index of the first character in the line. + Fires when recognition of gestures is done, either due to completion of a gesture or cancellation. + Delegate to be triggered when an end event is triggered. - + - The upper Y position of the line in pixels. This is used for text annotation such as the caret and selection box in the InputField. + Callback indicating the gesture event has completed. + Indicates which input medium triggered this event. + Ray (with normalized direction) from user at the time a gesture began. - + - Vertex class used by a Canvas for managing vertices. + Fires when recognition of gestures begins. + Delegate to be triggered when a start event is triggered. - + - Vertex color. + Callback indicating the gesture event has started. + Indicates which input medium triggered this event. + Ray (with normalized direction) from user at the time a gesture began. - + - Normal. + Set the recognizable gestures to the ones specified in newMaskValues and return the old settings. + A mask indicating which gestures are now recognizable. + + The previous value. + - + - Vertex position. + Call to begin receiving gesture events on this recognizer. No events will be received until this method is called. - + - Simple UIVertex with sensible settings for use in the UI system. + Call to stop receiving gesture events on this recognizer. - + - Tangent. + Occurs when a Tap gesture is recognized. + Delegate to be triggered when a tap event is triggered. - + - UV0. + Callback indicating a tap event. + Indicates which input medium triggered this event. + The count of taps (1 for single tap, 2 for double tap). + Ray (with normalized direction) from user at the time this event interaction began. - + - UV1. + This enumeration represents the set of gestures that may be recognized by GestureRecognizer. - + - Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API. + Enable support for the double-tap gesture. - + - Version of Unity API. + Enable support for the hold gesture. - + - Initializes a new instance of UnityAPICompatibilityVersionAttribute. + Enable support for the manipulation gesture which tracks changes to the hand's position. This gesture is relative to the start position of the gesture and measures an absolute movement through the world. - Unity version that this assembly with compatible with. - + - Constants to pass to Application.RequestUserAuthorization. + Enable support for the navigation gesture, in the horizontal axis using rails (guides). - + - Request permission to use any audio input sources attached to the computer. + Enable support for the navigation gesture, in the vertical axis using rails (guides). - + - Request permission to use any video input sources attached to the computer. + Enable support for the navigation gesture, in the depth axis using rails (guides). - + - A flag representing each UV channel. + Enable support for the navigation gesture, in the horizontal axis. - + - First UV channel. + Enable support for the navigation gesture, in the vertical axis. - + - Second UV channel. + Enable support for the navigation gesture, in the depth axis. - + - Third UV channel. + Disable support for gestures. - + - Fourth UV channel. + Enable support for the tap gesture. - + - Representation of 2D vectors and points. + Provides access to user input from hands, controllers, and system voice commands. - + - Shorthand for writing Vector2(0, -1). + (Read Only) The number of InteractionSourceState snapshots available for reading with InteractionManager.GetCurrentReading. - + - Shorthand for writing Vector2(-1, 0). + Get the current SourceState. + + An array of InteractionSourceState snapshots. + - + - Returns the length of this vector (Read Only). + Allows retrieving the current source states without allocating an array. The number of retrieved source states will be returned, up to a maximum of the size of the array. + An array for storing InteractionSourceState snapshots. + + The number of snapshots stored in the array, up to the size of the array. + - + - Returns this vector with a magnitude of 1 (Read Only). + Occurs when a new hand, controller, or source of voice commands has been detected. + - + - Shorthand for writing Vector2(1, 1). + Callback to handle InteractionManager events. + - + - Shorthand for writing Vector2(1, 0). + Occurs when a hand, controller, or source of voice commands is no longer available. + - + - Returns the squared length of this vector (Read Only). + Occurs when a hand or controller has entered the pressed state. + - + - Shorthand for writing Vector2(0, 1). + Occurs when a hand or controller has exited the pressed state. + - + - X component of the vector. + Occurs when a hand or controller has experienced a change to its SourceState. + - + - Y component of the vector. + Represents one detected instance of a hand, controller, or user's voice that can cause interactions and gestures. - + - Shorthand for writing Vector2(0, 0). + The identifier for the hand, controller, or user's voice. - + - Returns the angle in degrees between from and to. + The kind of the interaction source. - - - + - Returns a copy of vector with its magnitude clamped to maxLength. + Specifies the kind of an interaction source. - - - + - Constructs a new vector with given x, y components. + The interaction source is a controller. - - - + - Returns the distance between a and b. + The interaction source is one of the user's hands. - - - + - Dot Product of two vectors. + The interaction source is of a kind not known in this version of the API. - - - + - Converts a Vector3 to a Vector2. + The interaction source is the user's speech. - - + - Converts a Vector2 to a Vector3. + Represents the position and velocity of a hand or controller. - - + - Linearly interpolates between vectors a and b by t. + Get the position of the interaction. - - - + Supplied Vector3 to be populated with interaction position. + + True if the position is successfully returned. + - + - Linearly interpolates between vectors a and b by t. + Get the velocity of the interaction. - - - + Supplied Vector3 to be populated with interaction velocity. + + True if the velocity is successfully returned. + - + - Returns a vector that is made from the largest components of two vectors. + Represents the set of properties available to explore the current state of a hand or controller. - - - + - Returns a vector that is made from the smallest components of two vectors. + The position and velocity of the hand, expressed in the specified coordinate system. - - - + - Moves a point current towards target. + The direction you should suggest that the user move their hand if it is nearing the edge of the detection area. - - - - + - Makes this vector have a magnitude of 1. + Gets the risk that detection of the hand will be lost as a value from 0.0 to 1.0. - + - Divides a vector by a number. + Represents a snapshot of the state of a spatial interaction source (hand, voice or controller) at a given time. - - - + - Returns true if the vectors are equal. + The Ray at the time represented by this InteractionSourceState. - - - + - Subtracts one vector from another. + True if the source is in the pressed state. - - - + - Negates a vector. + Additional properties to explore the state of the interaction source. - - + - Multiplies a vector by a number. + The interaction source that this state describes. - - - + - Multiplies a vector by a number. + The storage object for persisted WorldAnchors. - - - + - Returns true if vectors different. + (Read Only) Gets the number of persisted world anchors in this WorldAnchorStore. - - - + - Adds two vectors. + Clears all persisted WorldAnchors. - - - + - Reflects a vector off the vector defined by a normal. + Deletes a persisted WorldAnchor from the store. - - + The identifier of the WorldAnchor to delete. + + Whether or not the WorldAnchor was found and deleted. + - + - Multiplies two vectors component-wise. + Gets all of the identifiers of the currently persisted WorldAnchors. - - + + An array of string identifiers. + - + - Multiplies every component of this vector by the same component of scale. + Gets all of the identifiers of the currently persisted WorldAnchors. - + A target array to receive the identifiers of the currently persisted world anchors. + + The number of identifiers stored in the target array. + - + - Set x and y components of an existing Vector2. + Gets the WorldAnchorStore instance. - - + The handler to be called when the WorldAnchorStore is loaded. - + - Gradually changes a vector towards a desired goal over time. + The handler for when getting the WorldAnchorStore from GetAsync. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. + The instance of the WorldAnchorStore once loaded. - + - Gradually changes a vector towards a desired goal over time. + Loads a WorldAnchor from disk for given identifier and attaches it to the GameObject. If the GameObject has a WorldAnchor, that WorldAnchor will be updated. If the anchor is not found, null will be returned and the GameObject and any existing WorldAnchor attached to it will not be modified. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. + The identifier of the WorldAnchor to load. + The object to attach the WorldAnchor to if found. + + The WorldAnchor loaded by the identifier or null if not found. + - + - Gradually changes a vector towards a desired goal over time. + Saves the provided WorldAnchor with the provided identifier. If the identifier is already in use, the method will return false. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. + The identifier to save the anchor with. This needs to be unique for your app. + The anchor to save. + + Whether or not the save was successful. Will return false if the id conflicts with another already saved anchor's id. + - + - Access the x or y component using [0] or [1] respectively. + Indicates the lifecycle state of the device's spatial location system. - + - Returns a nicely formatted string for this vector. + The device is reporting its orientation and is preparing to locate its position in the user's surroundings. - - + - Returns a nicely formatted string for this vector. + The device is reporting its orientation and position in the user's surroundings. - - + - Representation of 3D vectors and points. + The device is reporting its orientation but cannot locate its position in the user's surroundings due to external factors like poor lighting conditions. - + - Shorthand for writing Vector3(0, 0, -1). + The device is reporting its orientation and has not been asked to report its position in the user's surroundings. - + - Shorthand for writing Vector3(0, -1, 0). + The device's spatial location system is not available. - + - Shorthand for writing Vector3(0, 0, 1). + This enum represents the result of a WorldAnchorTransferBatch operation. - + - Shorthand for writing Vector3(-1, 0, 0). + The operation has failed because access was denied. This occurs typically because the transfer batch was not readable when deserializing or writable when serializing. - + - Returns the length of this vector (Read Only). + The operation has failed because it was not supported. - + - Returns this vector with a magnitude of 1 (Read Only). + The operation has completed successfully. - + - Shorthand for writing Vector3(1, 1, 1). + The operation has failed in an unexpected way. - + - Shorthand for writing Vector3(1, 0, 0). + A batch of WorldAnchors which can be exported and imported between apps. - + - Returns the squared length of this vector (Read Only). + (Read Only) Gets the number of world anchors in this WorldAnchorTransferBatch. - + - Shorthand for writing Vector3(0, 1, 0). + Adds a WorldAnchor to the batch with the specified identifier. + The identifier associated with this anchor in the batch. This must be unique per batch. + The anchor to add to the batch. + + Whether or not the anchor was added successfully. + - + - X component of the vector. + The handler for when deserialization has completed. + The reason the deserialization completed (success or failure reason). + The resulting transfer batch which is empty on error. - + - Y component of the vector. + Cleans up the WorldAnchorTransferBatch and releases memory. - + - Z component of the vector. + Exports the input WorldAnchorTransferBatch into a byte array which can be passed to WorldAnchorTransferBatch.ImportAsync to restore the original WorldAnchorTransferBatch. + The WorldAnchorTransferBatch to export into a byte buffer. + The callback when some data is available. + The callback after the last bit of data was provided via onDataAvailable with a completion reason (success or failure reason). - + - Shorthand for writing Vector3(0, 0, 0). + Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch. + + The identifiers of all of the WorldAnchors in this WorldAnchorTransferBatch. + - + - Returns the angle in degrees between from and to. + Gets all of the identifiers currently mapped in this WorldAnchorTransferBatch. If the target array is not large enough to contain all the identifiers, then only those identifiers that fit within the array will be stored and the return value will equal the size of the array. You can detect this condition by checking for a return value less than WorldAnchorTransferBatch.anchorCount. - The angle extends round from this vector. - The angle extends round to this vector. + A target array to receive the identifiers of the currently mapped world anchors. + + The number of identifiers stored in the target array. + - + - Returns a copy of vector with its magnitude clamped to maxLength. + Imports the provided bytes into a WorldAnchorTransferBatch. - - + The complete data to import. + The handler when the data import is complete. + The offset in the array from which to start reading. + The length of the data in the array. - + - Cross Product of two vectors. + Imports the provided bytes into a WorldAnchorTransferBatch. - - + The complete data to import. + The handler when the data import is complete. + The offset in the array from which to start reading. + The length of the data in the array. - + - Creates a new vector with given x, y, z components. + Locks the provided GameObject to the world by loading and applying the WorldAnchor from the TransferBatch for the provided id. - - - + The identifier for the WorldAnchor to load and apply to the GameObject. + The GameObject to apply the WorldAnchor to. If the GameObject already has a WorldAnchor, it will be updated. + + The loaded WorldAnchor or null if the id does not map to a WorldAnchor. + - + - Creates a new vector with given x, y components and sets z to zero. + The handler for when serialization is completed. - - + Why the serialization completed (success or failure reason). - + - Returns the distance between a and b. + The handler for when some data is available from serialization. - - + A set of bytes from the exported transfer batch. - + - Dot Product of two vectors. + Enumeration of the different types of SurfaceChange events. - - - + - Linearly interpolates between two vectors. + Surface was Added. - - - - + - Linearly interpolates between two vectors. + Surface was removed. - - - - + - Returns a vector that is made from the largest components of two vectors. + Surface was updated. - - - + - Returns a vector that is made from the smallest components of two vectors. + SurfaceData is a container struct used for requesting baked spatial mapping data and receiving that data once baked. - - - + - Moves a point current in a straight line towards a target point. + Set this field to true when requesting data to bake collider data. This field will be set to true when receiving baked data if it was requested. Setting this field to true requires that a valid outputCollider is also specified. - - - - + - + This is the ID for the surface to be baked or the surface that was baked and being returned to the user. - - + - Makes this vector have a magnitude of 1. + This WorldAnchor is used to lock the surface into place relative to real world objects. It will be filled in when calling RequestMeshAsync to generate data for a surface and returned with the SurfaceDataReadyDelegate. - + - Divides a vector by a number. + This MeshCollider will receive the baked physics mesh prepared by the system when requesting baked surface data through RequestMeshAsync. The MeshCollider is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows. - - - + - Returns true if the vectors are equal. + This MeshFilter will receive the baked mesh prepared by the system when requesting baked surface data. The MeshFilter is returned in the SurfaceDataReadyDelegate for those users requiring advanced workflows. - - - + - Subtracts one vector from another. + This value controls the basic resolution of baked mesh data and is returned with the SurfaceDataReadyDelegate. The device will deliver up to this number of triangles per cubic meter. - - - + - Negates a vector. + Constructor for conveniently filling out a SurfaceData struct. - + ID for the surface in question. + MeshFilter to write Mesh data to. + WorldAnchor receiving the anchor point for the surface. + MeshCollider to write baked physics data to (optional). + Requested resolution for the computed Mesh. Actual resolution may be less than this value. + Set to true if collider baking is/has been requested. - + - Multiplies a vector by a number. + SurfaceId is a structure wrapping the unique ID used to denote Surfaces. SurfaceIds are provided through the onSurfaceChanged callback in Update and returned after a RequestMeshAsync call has completed. SurfaceIds are guaranteed to be unique though Surfaces are sometimes replaced with a new Surface in the same location with a different ID. - - - + - Multiplies a vector by a number. + The actual integer ID referring to a single surface. - - - + - Returns true if vectors different. + SurfaceObserver is the main API portal for spatial mapping functionality in Unity. - - - + - Adds two vectors. + Basic constructor for SurfaceObserver. - - - + - Makes vectors normalized and orthogonal to each other. + Call Dispose when the SurfaceObserver is no longer needed. This will ensure that the object is cleaned up appropriately but will not affect any Meshes, components, or objects returned by RequestMeshAsync. - - - + - Makes vectors normalized and orthogonal to each other. + Call RequestMeshAsync to start the process of baking mesh data for the specified surface. This data may take several frames to create. Baked data will be delivered through the specified SurfaceDataReadyDelegate. This method will throw ArgumentNullExcpetion and ArgumentException if parameters specified in the dataRequest are invalid. - - - + Bundle of request data used to bake the specified surface. + Callback called when the baking of this surface is complete. + + Returns false if the request has failed, typically due to specifying a bad surface ID. + - + - Projects a vector onto another vector. + This method sets the observation volume as an axis aligned box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis. - - + The origin of the requested observation volume. + The extents in meters of the requested observation volume. - + - Projects a vector onto a plane defined by a normal orthogonal to the plane. + This method sets the observation volume as a frustum at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. - - + Planes defining the frustum as returned from GeometryUtility.CalculateFrustumPlanes. - + - Reflects a vector off the plane defined by a normal. + This method sets the observation volume as an oriented box at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. Extents are the distance from the center of the box to its edges along each axis. - - + The origin of the requested observation volume. + The extents in meters of the requested observation volume. + The orientation of the requested observation volume. - + - Rotates a vector current towards target. + This method sets the observation volume as a sphere at the requested location. Successive calls can be used to reshape the observation volume and/or to move it in the scene as needed. - - - - + The origin of the requested observation volume. + The radius in meters of the requested observation volume. - + - Multiplies two vectors component-wise. + The SurfaceChanged delegate handles SurfaceChanged events as generated by calling Update on a SurfaceObserver. Applications can use the bounds, changeType, and updateTime to selectively generate mesh data for the set of known surfaces. - - + The ID of the surface that has changed. + The type of change this event represents (Added, Updated, Removed). + The bounds of the surface as reported by the device. + The update time of the surface as reported by the device. - + - Multiplies every component of this vector by the same component of scale. + The SurfaceDataReadyDelegate handles events generated when the engine has completed generating a mesh. Mesh generation is requested through GetMeshAsync and may take many frames to complete. - + Struct containing output data. + Set to true if output has been written and false otherwise. + Elapsed seconds between mesh bake request and propagation of this event. - + - Set x, y and z components of an existing Vector3. + Update generates SurfaceChanged events which are propagated through the specified callback. If no callback is specified, the system will throw an ArgumentNullException. Generated callbacks are synchronous with this call. Scenes containing multiple SurfaceObservers should consider using different callbacks so that events can be properly routed. - - - + Callback called when SurfaceChanged events are detected. - + - Spherically interpolates between two vectors. + When calling PhotoCapture.StartPhotoModeAsync, you must pass in a CameraParameters object that contains the various settings that the web camera will use. - - - - + - Spherically interpolates between two vectors. + A valid height resolution for use with the web camera. - - - - + - Gradually changes a vector towards a desired goal over time. + A valid width resolution for use with the web camera. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes a vector towards a desired goal over time. + The framerate at which to capture video. This is only for use with VideoCapture. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Gradually changes a vector towards a desired goal over time. + The opacity of captured holograms. - The current position. - The position we are trying to reach. - The current velocity, this value is modified by the function every time you call it. - Approximately the time it will take to reach the target. A smaller value will reach the target faster. - Optionally allows you to clamp the maximum speed. - The time since the last call to this function. By default Time.deltaTime. - + - Access the x, y, z components using [0], [1], [2] respectively. + The pixel format used to capture and record your image data. - + - Returns a nicely formatted string for this vector. + The encoded image or video pixel format to use for PhotoCapture and VideoCapture. - - + - Returns a nicely formatted string for this vector. + 8 bits per channel (blue, green, red, and alpha). - - + - Representation of four-dimensional vectors. + Encode photo in JPEG format. - + - Returns the length of this vector (Read Only). + 8-bit Y plane followed by an interleaved U/V plane with 2x2 subsampling. - + - Returns this vector with a magnitude of 1 (Read Only). + Portable Network Graphics Format. - + - Shorthand for writing Vector4(1,1,1,1). + Captures a photo from the web camera and stores it in memory or on disk. - + - Returns the squared length of this vector (Read Only). + Contains the result of the capture request. - + - W component of the vector. + Specifies that the desired operation was successful. - + - X component of the vector. + Specifies that an unknown error occurred. - + - Y component of the vector. + Asynchronously creates an instance of a PhotoCapture object that can be used to capture photos. + Will allow you to capture holograms in your photo. + This callback will be invoked when the PhotoCapture instance is created and ready to be used. - + - Z component of the vector. + Dispose must be called to shutdown the PhotoCapture instance. - + - Shorthand for writing Vector4(0,0,0,0). + Provides a COM pointer to the native IVideoDeviceController. + + A native COM pointer to the IVideoDeviceController. + - + - Creates a new vector with given x, y, z, w components. + Called when a photo has been saved to the file system. - - - - + Indicates whether or not the photo was successfully saved to the file system. - + - Creates a new vector with given x, y, z components and sets w to zero. + Called when a photo has been captured to memory. - - - + Indicates whether or not the photo was successfully captured to memory. + Contains the target texture. If available, the spatial information will be accessible through this structure as well. - + - Creates a new vector with given x, y components and sets z and w to zero. + Called when a PhotoCapture resource has been created. - - + The PhotoCapture instance. - + - Returns the distance between a and b. + Called when photo mode has been started. - - + Indicates whether or not photo mode was successfully activated. - + - Dot Product of two vectors. + Called when photo mode has been stopped. - - + Indicates whether or not photo mode was successfully deactivated. - + - Converts a Vector4 to a Vector2. + A data container that contains the result information of a photo capture operation. - - + - Converts a Vector4 to a Vector3. + The specific HResult value. - - + - Converts a Vector2 to a Vector4. + A generic result that indicates whether or not the PhotoCapture operation succeeded. - - + - Converts a Vector3 to a Vector4. + Indicates whether or not the operation was successful. - - + - Linearly interpolates between two vectors. + Asynchronously starts photo mode. - - - + The various settings that should be applied to the web camera. + This callback will be invoked once photo mode has been activated. - + - Linearly interpolates between two vectors. + Asynchronously stops photo mode. - - - + This callback will be invoked once photo mode has been deactivated. - + - Returns a vector that is made from the largest components of two vectors. + A list of all the supported device resolutions for taking pictures. - - - + - Returns a vector that is made from the smallest components of two vectors. + Asynchronously captures a photo from the web camera and saves it to disk. - - + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. - + - Moves a point current towards target. + Asynchronously captures a photo from the web camera and saves it to disk. - - - + The location where the photo should be saved. The filename must end with a png or jpg file extension. + The encoding format that should be used. + Invoked once the photo has been saved to disk. + Invoked once the photo has been copied to the target texture. - + - + Image Encoding Format. - - + - Makes this vector have a magnitude of 1. + JPEG Encoding. - + - Divides a vector by a number. + PNG Encoding. - - - + - Returns true if the vectors are equal. + Contains information captured from the web camera. - - - + - Subtracts one vector from another. + The length of the raw IMFMediaBuffer which contains the image captured. - - - + - Negates a vector. + Specifies whether or not spatial data was captured. - - + - Multiplies a vector by a number. + The raw image data pixel format. - - - + - Multiplies a vector by a number. + Will copy the raw IMFMediaBuffer image data into a byte list. - - + The destination byte list to which the raw captured image data will be copied to. - + - Returns true if vectors different. + Disposes the PhotoCaptureFrame and any resources it uses. - - - + - Adds two vectors. + Provides a COM pointer to the native IMFMediaBuffer that contains the image data. - - + + A native COM pointer to the IMFMediaBuffer which contains the image data. + - + - Projects a vector onto another vector. + This method will return the camera to world matrix at the time the photo was captured if location data if available. - - + A matrix to be populated by the Camera to world Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + - + - Multiplies two vectors component-wise. + This method will return the projection matrix at the time the photo was captured if location data if available. - - + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + - + - Multiplies every component of this vector by the same component of scale. + This method will return the projection matrix at the time the photo was captured if location data if available. - + The near clip plane distance. + The far clip plane distance. + A matrix to be populated by the Projection Matrix. + + True if a valid matrix is returned or false otherwise. This will be false if the frame has no location data. + - + - Set x, y, z and w components of an existing Vector4. + This method will copy the captured image data into a user supplied texture for use in Unity. - - - - + The target texture that the captured image data will be copied to. - + - Access the x, y, z, w components using [0], [1], [2], [3] respectively. + Records a video from the web camera directly to disk. - + - Returns a nicely formatted string for this vector. + Specifies what audio sources should be recorded while recording the video. - - + - Returns a nicely formatted string for this vector. + Include both the application audio as well as the mic audio in the video recording. - - + - Wrapping modes for text that reaches the vertical boundary. + Only include the application audio in the video recording. - + - Text well continue to generate when reaching vertical boundary. + Only include the mic audio in the video recording. - + - Text will be clipped when reaching the vertical boundary. + Do not include any audio in the video recording. - + - VR Input tracking data. + Contains the result of the capture request. - + - The current position of the requested VRNode. + Specifies that the desired operation was successful. - Node index. - - Position of node local to its tracking space. - - + - The current rotation of the requested VRNode. + Specifies that an unknown error occurred. - Node index. - - Rotation of node local to its tracking space. - - + - Center tracking to the current position and orientation of the HMD. + Asynchronously creates an instance of a VideoCapture object that can be used to record videos from the web camera to disk. + Will allow you to capture holograms in your video. + This callback will be invoked when the VideoCapture instance is created and ready to be used. - + - Contains all functionality related to a VR device. + Dispose must be called to shutdown the PhotoCapture instance. - + - The name of the family of the loaded VR device. + Returns the supported frame rates at which a video can be recorded given a resolution. + A recording resolution. + + The frame rates at which the video can be recorded. + - + - Successfully detected a VR device in working order. + Provides a COM pointer to the native IVideoDeviceController. + + A native COM pointer to the IVideoDeviceController. + - + - Specific model of loaded VR device. + Indicates whether or not the VideoCapture instance is currently recording video. - + - Refresh rate of the display in Hertz. + Called when the web camera begins recording the video. + Indicates whether or not video recording started successfully. - + - Native pointer to the VR device structure, if available. + Called when the video recording has been saved to the file system. - - Native pointer to VR device if available, else 0. - + Indicates whether or not video recording was saved successfully to the file system. - + - Supported VR devices. + Called when a VideoCapture resource has been created. + The VideoCapture instance. - + - Sony's Project Morpheus VR device for Playstation 4. (Obsolete please use VRDeviceType.PlayStationVR instead). + Called when video mode has been started. + Indicates whether or not video mode was successfully activated. - + - No VR Device. + Called when video mode has been stopped. + Indicates whether or not video mode was successfully deactivated. - + - Oculus family of VR devices. + Asynchronously records a video from the web camera to the file system. + The name of the video to be recorded to. + Invoked as soon as the video recording begins. - + - Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR).Sony's PlayStation VR device for Playstation 4 (formerly called Project Morpheus VR). + Asynchronously starts video mode. + The various settings that should be applied to the web camera. + Indicates how audio should be recorded. + This callback will be invoked once video mode has been activated. - + - Split screen stereo 3D (the left and right cameras are rendered side by side). + Asynchronously stops recording a video from the web camera to the file system. + Invoked as soon as video recording has finished. - + - Stereo 3D via D3D11 or OpenGL. + Asynchronously stops video mode. + This callback will be invoked once video mode has been deactivated. - + - This value is returned when running on a device that does not have its own value in this VRDeviceType enum. To find out the device name, you can use VRSettings.loadedDeviceName. + A list of all the supported device resolutions for recording videos. - + - Enumeration of nodes which can be updated by VR input. + A data container that contains the result information of a video recording operation. - + - Node between left and right eyes. + The specific HResult value. - + - Head node. + A generic result that indicates whether or not the VideoCapture operation succeeded. - + - Left Eye node. + Indicates whether or not the operation was successful. - + - Right Eye node. + Contains general information about the current state of the web camera. - + - Global VR related settings. + Specifies what mode the Web Camera is currently in. - + - Globally enables or disables VR for the application. + Describes the active mode of the Web Camera resource. - + - The current height of an eye texture for the loaded device. + Resource is not in use. - + - The current width of an eye texture for the loaded device. + Resource is in Photo Mode. - + - Type of VR device that is currently in use. + Resource is in Video Mode. - + - Type of VR device that is currently loaded. + The WorldAnchor component allows a GameObject's position to be locked in physical space. - + - Controls the texel:pixel ratio before lens correction, trading performance for sharpness. + Returns true if this WorldAnchor is located (read only). A return of false typically indicates a loss of tracking. - + - Controls the texel:pixel ratio before lens correction, trading performance for sharpness. + OnTrackingChanged notifies listeners when this object's tracking state changes. + Event that fires when this object's tracking state changes. - + - Mirror what is shown on the device to the main display, if possible. + Event that is fired when this object's tracking state changes. + Set to true if the object is locatable. + The WorldAnchor reporting the tracking state change. - + - Returns a list of supported VR devices that were included at build time. + This class represents the state of the real world tracking system. - + - Loads the requested device at the beginning of the next frame. + The current state of the world tracking systems. - Name of the device from VRSettings.supportedDevices. - Prioritized list of device names from VRSettings.supportedDevices. - + - Loads the requested device at the beginning of the next frame. + Return the native pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem which was retrieved from an Windows::Perception::Spatial::ISpatialStationaryFrameOfReference object underlying the Unity World Origin. - Name of the device from VRSettings.supportedDevices. - Prioritized list of device names from VRSettings.supportedDevices. + + Pointer to Windows::Perception::Spatial::ISpatialCoordinateSystem. + - + - Timing and other statistics from the VR subsystem. + Event fired when the world tracking systems state has changed. + - + - Total GPU time utilized last frame as measured by the VR subsystem. + Callback on when the world tracking systems state has changed. + The previous state of the world tracking systems. + The new state of the world tracking systems. @@ -47649,12 +52409,12 @@ The GrammarRecognizer uses Extensible Markup Language (XML) elements and attribu - Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. + Wind zone affects the entire scene in one direction. - Wind zone affects the entire scene in one direction. + Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. diff --git a/WoodenMan/Library/UnityAssemblies/version.txt b/WoodenMan/Library/UnityAssemblies/version.txt index 58ea168..9bf22e5 100644 --- a/WoodenMan/Library/UnityAssemblies/version.txt +++ b/WoodenMan/Library/UnityAssemblies/version.txt @@ -1,21 +1,26 @@ -5.4.0f3:2.3.0.0 -StandaloneWindows +5.5.0f3:2.3.0.0 +Android C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll -C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport\UnityEditor.iOS.Extensions.Xcode.dll -C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport\UnityEditor.iOS.Extensions.Common.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/nunit.framework.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/UnityEditor.EditorTestsRunner.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/Editor/UnityEditor.PlaymodeTestsRunner.dll C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/Editor/UnityEditor.Analytics.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Editor/UnityEditor.HoloLens.dll +C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll -C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll -C:/Program Files/Unity/Editor/Data/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll -C:/Program Files/Unity/Editor/Data/PlaybackEngines/LinuxStandaloneSupport/UnityEditor.LinuxStandalone.Extensions.dll C:/Program Files/Unity/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll C:/Program Files (x86)/Microsoft Visual Studio Tools for Unity/2015/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll \ No newline at end of file diff --git a/WoodenMan/Library/assetDatabase3 b/WoodenMan/Library/assetDatabase3 index 0414f54..4865dba 100644 Binary files a/WoodenMan/Library/assetDatabase3 and b/WoodenMan/Library/assetDatabase3 differ diff --git a/WoodenMan/Library/expandedItems b/WoodenMan/Library/expandedItems index 17264df..1d42784 100644 Binary files a/WoodenMan/Library/expandedItems and b/WoodenMan/Library/expandedItems differ diff --git a/WoodenMan/Library/metadata/00/00000000000000004000000000000000 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differ diff --git a/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362 b/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362 index 167af42..5fd7cf3 100644 Binary files a/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362 and b/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362 differ diff --git a/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362.info b/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362.info index a7942a0..885f810 100644 Binary files a/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362.info and b/WoodenMan/Library/metadata/b4/b4dd7bac6c9c9bb4bb3c1b63a3eef362.info differ diff --git a/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8 b/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8 index 419dfb6..c4dd74e 100644 Binary files a/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8 and b/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8 differ diff --git a/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8.info b/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8.info index a7de962..51b789a 100644 Binary files a/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8.info and b/WoodenMan/Library/metadata/ba/baafe81d1a28b0d45b7f3e673509d5e8.info differ diff --git a/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea b/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea index 3b123db..dba4411 100644 Binary files a/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea and b/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea differ diff --git a/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea.info b/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea.info index f8d9ca0..6162809 100644 Binary files a/WoodenMan/Library/metadata/bb/bbb6637f8ce50e74a83854c1a41e6cea.info and 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a/WoodenMan/Library/metadata/ed/ed6bb1da4ca28a748b68d5c2fd257c89.info and b/WoodenMan/Library/metadata/ed/ed6bb1da4ca28a748b68d5c2fd257c89.info differ diff --git a/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8 b/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8 index ec26cd6..d813d21 100644 Binary files a/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8 and b/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8 differ diff --git a/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8.info b/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8.info index 7b08f1c..311e931 100644 Binary files a/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8.info and b/WoodenMan/Library/metadata/f5/f5f67c52d1564df4a8936ccd202a3bd8.info differ diff --git a/WoodenMan/Library/shadercompiler-UnityShaderCompiler.exe5.log b/WoodenMan/Library/shadercompiler-UnityShaderCompiler.exe5.log index 8923ab8..75303ca 100644 --- a/WoodenMan/Library/shadercompiler-UnityShaderCompiler.exe5.log +++ b/WoodenMan/Library/shadercompiler-UnityShaderCompiler.exe5.log @@ -1,2 +1,4 @@ Base path: C:/Program Files/Unity/Editor/Data Cmd: getPlatforms + +Quitting shader compiler process diff --git a/WoodenMan/ProjectSettings/EditorBuildSettings.asset b/WoodenMan/ProjectSettings/EditorBuildSettings.asset index db83836..4a79f79 100644 Binary files a/WoodenMan/ProjectSettings/EditorBuildSettings.asset and b/WoodenMan/ProjectSettings/EditorBuildSettings.asset differ diff --git a/WoodenMan/ProjectSettings/GraphicsSettings.asset b/WoodenMan/ProjectSettings/GraphicsSettings.asset index 79d37c7..3dbd62f 100644 Binary files a/WoodenMan/ProjectSettings/GraphicsSettings.asset and b/WoodenMan/ProjectSettings/GraphicsSettings.asset differ diff --git a/WoodenMan/ProjectSettings/ProjectSettings.asset b/WoodenMan/ProjectSettings/ProjectSettings.asset index 26be004..374445b 100644 Binary files a/WoodenMan/ProjectSettings/ProjectSettings.asset and b/WoodenMan/ProjectSettings/ProjectSettings.asset differ diff --git a/WoodenMan/ProjectSettings/ProjectVersion.txt b/WoodenMan/ProjectSettings/ProjectVersion.txt index 069bc88..66e05aa 100644 --- a/WoodenMan/ProjectSettings/ProjectVersion.txt +++ b/WoodenMan/ProjectSettings/ProjectVersion.txt @@ -1,2 +1 @@ -m_EditorVersion: 5.4.0f3 -m_StandardAssetsVersion: 0 +m_EditorVersion: 5.5.0f3 diff --git a/WoodenMan/WoodenMan.CSharp.Editor.csproj b/WoodenMan/WoodenMan.CSharp.Editor.csproj index b5d51c7..9404a42 100644 --- a/WoodenMan/WoodenMan.CSharp.Editor.csproj +++ b/WoodenMan/WoodenMan.CSharp.Editor.csproj @@ -15,8 +15,8 @@ Unity Full v3.5 Editor:5 - StandaloneWindows:5 - 5.4.0f3 + Android:13 + 5.5.0f3 4 @@ -27,7 +27,7 @@ Temp\UnityVS_obj\Debug\ prompt 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_EDITOR_RETINA;ENABLE_RETINA_GUISTYLES;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU + DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU false @@ -37,7 +37,7 @@ Temp\UnityVS_obj\Release\ prompt 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_EDITOR_RETINA;ENABLE_RETINA_GUISTYLES;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU + TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU false @@ -55,6 +55,9 @@ Library\UnityAssemblies\UnityEditor.dll + + Library\UnityAssemblies\UnityEngine.Advertisements.dll + Library\UnityAssemblies\UnityEditor.Advertisements.dll @@ -76,35 +79,50 @@ Library\UnityAssemblies\UnityEditor.Networking.dll + + Library\UnityAssemblies\UnityEditor.PlaymodeTestsRunner.dll + + + Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll + Library\UnityAssemblies\UnityEditor.TreeEditor.dll + + Library\UnityAssemblies\UnityEngine.Analytics.dll + + + Library\UnityAssemblies\UnityEditor.Analytics.dll + + + Library\UnityAssemblies\UnityEditor.HoloLens.dll + + + Library\UnityAssemblies\UnityEngine.HoloLens.dll + + + Library\UnityAssemblies\UnityEngine.Purchasing.dll + + + Library\UnityAssemblies\UnityEditor.VR.dll + + + Library\UnityAssemblies\UnityEngine.VR.dll + Library\UnityAssemblies\UnityEditor.Graphs.dll Library\UnityAssemblies\UnityEditor.Android.Extensions.dll - - Library\UnityAssemblies\UnityEditor.iOS.Extensions.dll - - - Library\UnityAssemblies\UnityEditor.WebGL.Extensions.dll - - - Library\UnityAssemblies\UnityEditor.LinuxStandalone.Extensions.dll - Library\UnityAssemblies\UnityEditor.WindowsStandalone.Extensions.dll Library\UnityAssemblies\SyntaxTree.VisualStudio.Unity.Bridge.dll - - Library\UnityAssemblies\UnityEditor.iOS.Extensions.Xcode.dll - - - Library\UnityAssemblies\UnityEditor.iOS.Extensions.Common.dll + + Assets\Plugins\Google.ProtocolBuffers.dll Assets\websocket-sharp for Unity\Plugins\websocket-sharp.dll @@ -117,13 +135,43 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/WoodenMan/WoodenMan.CSharp.csproj b/WoodenMan/WoodenMan.CSharp.csproj index fef74c5..68e60e1 100644 --- a/WoodenMan/WoodenMan.CSharp.csproj +++ b/WoodenMan/WoodenMan.CSharp.csproj @@ -15,8 +15,8 @@ Unity Subset v3.5 Game:1 - StandaloneWindows:5 - 5.4.0f3 + Android:13 + 5.5.0f3 4 @@ -27,7 +27,7 @@ Temp\UnityVS_obj\Debug\ prompt 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_EDITOR_RETINA;ENABLE_RETINA_GUISTYLES;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU + DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU false @@ -37,7 +37,7 @@ Temp\UnityVS_obj\Release\ prompt 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_EDITOR_RETINA;ENABLE_RETINA_GUISTYLES;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU + TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU false @@ -52,33 +52,157 @@ Library\UnityAssemblies\UnityEngine.dll + + Library\UnityAssemblies\UnityEngine.Advertisements.dll + Library\UnityAssemblies\UnityEngine.UI.dll Library\UnityAssemblies\UnityEngine.Networking.dll + + Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll + + + Library\UnityAssemblies\UnityEngine.Analytics.dll + + + Library\UnityAssemblies\UnityEngine.HoloLens.dll + + + Library\UnityAssemblies\UnityEngine.Purchasing.dll + + + Library\UnityAssemblies\UnityEngine.VR.dll + Library\UnityAssemblies\UnityEditor.dll - - Library\UnityAssemblies\UnityEditor.iOS.Extensions.Xcode.dll - - - Library\UnityAssemblies\UnityEditor.iOS.Extensions.Common.dll + + Assets\Plugins\Google.ProtocolBuffers.dll Assets\websocket-sharp for Unity\Plugins\websocket-sharp.dll + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +