diff --git a/.gitignore b/.gitignore index e35038e..baddad9 100644 --- a/.gitignore +++ b/.gitignore @@ -4,21 +4,15 @@ Game/[Oo]bj/ Game/[Tt]emp/ # Unity specific -/[Ll]ibrary/ -/[Tt]emp/ -/[Oo]bj/ -/[Bb]uild/ +Game/[Ll]ibrary/ +Game/[Bb]uild/ # Autogenerated VS/MD solution and project files -*.csproj -*.unityproj -*.sln *.suo *.tmp *.user *.userprefs *.pidb -*.booproj # Unity3D generated meta files *.pidb.meta @@ -50,7 +44,6 @@ build/ *_i.c *_p.c *.ilk -*.meta *.obj *.pch *.pdb diff --git a/Game/Game-csharp.v11.suo b/Game/Game-csharp.v11.suo deleted file mode 100644 index efb0cdb..0000000 Binary files a/Game/Game-csharp.v11.suo and /dev/null differ diff --git a/Game/Game.userprefs b/Game/Game.userprefs deleted file mode 100644 index 99e92a7..0000000 --- a/Game/Game.userprefs +++ /dev/null @@ -1,18 +0,0 @@ - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/Game/Game.v12.suo b/Game/Game.v12.suo deleted file mode 100644 index 92c1650..0000000 Binary files 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a/Game/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.dll and /dev/null differ diff --git a/Game/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml b/Game/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml deleted file mode 100644 index f5e94b3..0000000 --- a/Game/Library/UnityAssemblies/UnityEditor.iOS.Extensions.Xcode.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEditor.iOS.Extensions.Xcode - - - - diff --git a/Game/Library/UnityAssemblies/UnityEditor.xml b/Game/Library/UnityAssemblies/UnityEditor.xml deleted file mode 100644 index 1f9a576..0000000 --- a/Game/Library/UnityAssemblies/UnityEditor.xml +++ /dev/null @@ -1,5747 +0,0 @@ - - - - UnityEditor - - - - An AnimationClipCurveData object contains all the information needed to identify a specific curve in an AnimationClip. The curve animates a specific property of a component / material attached to a game object / animated bone. - - - Allow an editor class to be initialized when Unity loads without action from the user. - - - Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for. - - - The path of the game object / bone being animated. - - - Class used to implement content for a popup window. - - - Allow an editor class method to be initialized when Unity loads without action from the user. - - - The type of the component / material being animated. - - - The EditorWindow that contains the popup content. - - - The name of the property being animated. - - - Callback for drawing GUI controls for the popup window. - - - Base class to derive custom decorator drawers from. - - - Describes information and value of a single shader property. - - - The actual animation curve. - - - The size of the popup window. - - - Callback when the popup window is opened. - - - Callback when the popup window is closed. - - - Material objects being edited by this property (Read Only). - - - Defines how a curve is attached to an object that it controls. - - - Class used to display popup windows that inherit from PopupWindowContent. - - - The transform path of the object that is animated. - - - Type of the property (Read Only). - - - The PropertyAttribute for the decorator. (Read Only) - - - Name of the property (Read Only). - - - The property of the object that is animated. - - - Override this method to make your own GUI for the decorator. - - - Show a popup with the given PopupWindowContent. - - - Show a popup with the given PopupWindowContent. - - - Override this method to specify how tall the GUI for this decorator is in pixels. - - - Defines Cubemap convolution mode. - - - Display name of the property (Read Only). - - - Editor utility functions for modifying animation clips. - - - Flags that control how property is displayed (Read Only). - - - Triggered when an animation curve inside an animation clip has been modified. - - - Texture dimension (2D, Cubemap etc.) of the property (Read Only). - - - Base class for PropertyDrawer and DecoratorDrawer. - - - Returns the array of AnimationClips that are referenced in the Animation component. - - - Returns the array of AnimationClips that are referenced in the Animation component. - - - Sets the array of AnimationClips to be referenced in the Animation component. - - - Returns all the animatable bindings that a specific game object has. - - - Min/max limits of a ranged float property (Read Only). - - - Retrieves the current float value by sampling a curve value on a specific game object. - - - Returns the animated object that the binding is pointing to. - - - Returns all the float curve bindings currently stored in the clip. - - - Does this property have multiple different values? (Read Only) - - - Returns all the object reference curve bindings currently stored in the clip. - - - Base class to derive custom property drawers from. Use this to create custom drawers for your own Serializable classes or for script variables with custom PropertyAttributes. - - - Return the object reference curve that the binding is pointing to. - - - Return the float curve that the binding is pointing to. - - - RGBM encoding mode for HDR textures in TextureImporter. - - - The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only) - - - Adds, modifies or removes an editor float curve in a given clip. - - - Adds an extra preview in the Inspector for the specified type. - - - Color value of the property. - - - Adds, modifies or removes an object reference curve in a given clip. - - - Retrieves all curves from a specific animation clip. - - - Retrieves all curves from a specific animation clip. - - - Retrieves the current float value by sampling a curve value on a specific game object. - - - Adds, modifies or removes an editor float curve in a given clip. - - - Return the float curve that the binding is pointing to. - - - The reflection FieldInfo for the member this property represents. (Read Only) - - - Retrieves all animation events associated with the animation clip. - - - Base Class to derive from when creating Custom Previews. - - - Replaces all animation events in the animation clip. - - - Override this method to make your own GUI for the property. - - - Override this method to specify how tall the GUI for this field is in pixels. - - - Vector value of the property. - - - Describes the type of modification that caused OnCurveWasModified to fire. - - - Calculates path from root transform to target transform. - - - Triggered when an animation curve inside an animation clip has been modified. - - - Building options. Multiple options can be combined together. - - - Float vaue of the property. - - - The object currently being previewed. - - - Called when the Preview gets created with the objects being previewed. - - - AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback. - - - Called to iterate through the targets, this will be used when previewing more than one target. - - - The color used to show that a property is currently being animated. - - - Texture value of the property. - - - Called to Reset the target before iterating through them. - - - Is the specified property currently in animation mode and being animated? - - - Can this component be Previewed in its current state? - - - Stops Animation mode, reverts all properties that were animated in animation mode. - - - Asset Bundle building options. - - - Are we currently in AnimationMode. - - - Override this method if you want to change the label of the Preview area. - - - Material property type. - - - Starts the animation mode. - - - Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. - - - Samples an AnimationClip on the object and also records any modified properties in AnimationMode. - - - Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. - - - Override this method if you want to show custom controls in the preview header. - - - Texture dimension of a property. - - - Implement this method to show object information on top of the object preview. - - - AssetBundle building map entry. - - - This is the first entry point for Preview Drawing. - - - This is the first entry point for Preview Drawing. - - - Flags that control how a MaterialProperty is displayed. - - - The Unity Material Editor. - - - The base class used to create new sorting. - - - Useful for indenting shader properties that need the same indent as mini texture field. - - - The content to display to quickly identify the hierarchy's mode. - - - Is the current material expanded. - - - The sorting method used to determine the order of GameObjects. - - - AssetBundle name. - - - Is the default sorting method used by the hierarchy. - - - Options for removing assets - - - Set the shader of the material. - - - Set the shader of the material. - - - Called when the Editor is woken up. - - - Asset importing options. - - - Content to visualize the transform sorting method. - - - Implement specific MaterialEditor GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. - - - Hierarchy sort method to allow for items and their children to be sorted alphabetically. - - - An Interface for accessing assets and performing operations on assets. - - - AssetBundle variant. - - - Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties. - - - Is object an asset? - - - Asset names which belong to the given AssetBundle. - - - Is object an asset? - - - Content to visualize the alphabetical sorting method. - - - Get the value of a given texture scale for a given texture property. - - - Lets you programmatically build players or AssetBundles which can be loaded from the web. - - - Is a player currently being built? - - - Create a new folder. - - - Lets you manage cross-references and dependencies between different asset bundles and player builds. - - - Sort the gameobjects by name. - - - Is asset a main asset in the project window? - - - Is asset a main asset in the project window? - - - Get the value of a given texture offset for a given texture property. - - - Lets you manage cross-references and dependencies between different asset bundles and player builds. - - - 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. - - - The type of the parameter. - - - Builds a player. - - - Builds one or more scenes and all their dependencies into a compressed asset bundle. - - - Builds one or more scenes and all their dependencies into a compressed asset bundle. - - - Builds one or more scenes and all their dependencies into a compressed asset bundle. - - - Builds one or more scenes and all their dependencies into a compressed asset bundle. - - - Set the scale of a given texture property. - - - Does the asset form part of another asset? - - - Does the asset form part of another asset? - - - Drawing modes for Handles.DrawCamera. - - - Builds an asset bundle. - - - Builds an asset bundle. - - - Builds an asset bundle. - - - Builds an asset bundle. - - - Builds an asset bundle. - - - Builds an asset bundle. - - - Creates a new unique path for an asset. - - - Begin Asset importing. This lets you group several asset imports together into one larger import. - - - Builds an asset bundle, with custom names for the assets. - - - Builds an asset bundle, with custom names for the assets. - - - Builds an asset bundle, with custom names for the assets. - - - Builds an asset bundle, with custom names for the assets. - - - Builds an asset bundle, with custom names for the assets. - - - Builds an asset bundle, with custom names for the assets. - - - Stop Asset importing. This lets you group several asset imports together into one larger import. - - - Bake quality setting for LightmapEditorSettings. - - - Checks if an asset file can be moved from one folder to another. (Without actually moving the file). - - - Set the offset of a given texture property. - - - Common GUIStyles used for EditorGUI controls. - - - Draw a range slider for a range shader property. - - - Draw a range slider for a range shader property. - - - Style used for the labelled on all EditorGUI overloads that take a prefix label. - - - Style for label with small font. - - - Style for label with large font. - - - Draw a property field for a float shader property. - - - Draw a property field for a float shader property. - - - Draw a property field for a color shader property. - - - Draw a property field for a color shader property. - - - Style for bold label. - - - Draw a property field for a vector shader property. - - - Draw a property field for a vector shader property. - - - Build all AssetBundles specified in the editor. - - - Build all AssetBundles specified in the editor. - - - Build all AssetBundles specified in the editor. - - - Build all AssetBundles specified in the editor. - - - Build all AssetBundles specified in the editor. - - - Build all AssetBundles specified in the editor. - - - Draws tiling and offset properties for a texture. - - - Draws tiling and offset properties for a texture. - - - Draws tiling and offset properties for a texture. - - - Extract the crc checksum for the given AssetBundle. - - - Move an asset file from one folder to another. - - - Extract the hash for the given AssetBundle. - - - Rename an asset file. - - - Moves the asset at path to the trash. - - - Style for mini bold label. - - - Target build platform. - - - OBSOLETE: Use iOS. Build an iOS player. - - - Draw a property field for a texture shader property. - - - Draw a property field for a texture shader property. - - - Style for word wrapped label. - - - Make a help box with a message and button. Returns true, if button was pressed. - - - Build target group. - - - Checks if particular property has incorrect type of texture specified by the material, displays appropriate warning and suggests the user to automatically fix the problem. - - - Deletes the asset file at path. - - - Import asset at path. - - - Import asset at path. - - - Draw a property field for a texture shader property that only takes up a single line height. - - - Duplicates the asset at path and stores it at newPath. - - - Writes the import settings to disk. - - - Given an absolute path to a directory, this method will return an array of all it's subdirectories. - - - Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties. - - - Draw a property field for a texture shader property. - - - Given an absolute path to a folder, returns true if it exists, false otherwise. - - - Draw a property field for a texture shader property. - - - Draw a property field for a texture shader property. - - - Draws tiling and offset properties for a texture. - - - Draws tiling and offset properties for a texture. - - - Draws tiling and offset properties for a texture. - - - Creates a new asset at path. - - - OBSOLETE: Use iOS. Apple iOS target. - - - Calculate height needed for the property. - - - Calculate height needed for the property. - - - Style for word wrapped mini label. - - - Base class for Attributes that require a callback index. - - - Calculate height needed for the property, ignoring custom drawers. - - - DefaultAsset is used for assets that does not have a specific type (yet). - - - Handes UI for one shader property. - - - Handes UI for one shader property. - - - Handes UI for one shader property. - - - Handes UI for one shader property. - - - Static Editor Flags. - - - Style for white label. - - - This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags. - - - This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags. - - - This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags. - - - Adds objectToAdd to an existing asset at path. - - - Adds objectToAdd to an existing asset at path. - - - Returns the path name relative to the project folder where the asset is stored. - - - Returns the path name relative to the project folder where the asset is stored. - - - Returns the path name relative to the project folder where the asset is stored. - - - Gets the path to the text .meta file associated with an asset. - - - Style for white mini label. - - - Gets the path to the text .meta file associated with an asset. - - - Returns the first asset object of type type at given path assetPath. - - - Returns the main asset object at assetPath. - - - Returns all asset representations at assetPath. - - - Style for white large label. - - - Returns an array of all asset objects at assetPath. - - - Main Application class. - - - Import any changed assets. - - - Import any changed assets. - - - Opens the asset with associated application. - - - Opens the asset with associated application. - - - Opens the asset with associated application. - - - Opens the asset with associated application. - - - Opens the asset with associated application. - - - Style for white bold label. - - - Delegate for OnGUI events for every visible list item in the ProjectWindow. - - - Handles UI for one shader property ignoring any custom drawers. - - - Handles UI for one shader property ignoring any custom drawers. - - - Draw a range slider for a range shader property. - - - Draw a property field for a float shader property. - - - Draw a property field for a color shader property. - - - Draw a property field for a vector shader property. - - - Draw a property field for a texture shader property. - - - Draw a property field for a texture shader property. - - - Handes UI for one shader property. - - - Style used for a radio button. - - - Get shader property information of the passed materials. - - - Style used for a standalone small button. - - - Get information about a single shader property. - - - Get information about a single shader property. - - - Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses. - - - Style used for the leftmost button in a horizontal button group. - - - Style used for the middle buttons in a horizontal group. - - - Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI. - - - Style used for the rightmost button in a horizontal group. - - - Delegate for OnGUI events for every visible list item in the HierarchyWindow. - - - Delegate for generic updates. - - - Get the GUID for the asset at path. - - - Translate a GUID to its current asset path. - - - A callback to be raised when an object in the hierarchy changes.Each time an object is (or a group of objects are) created, renamed, parented, unparented or destroyed this callback is raised. - - - Writes all unsaved asset changes to disk. - - - Retrieves an icon for the asset at the given asset path. - - - Style used for EditorGUI.TextField. - - - Replaces that list of labels on an asset. - - - Returns all labels attached to a given asset. - - - Callback raised whenever the state of the Project window changes. - - - Removes all labels attached to an asset. - - - Style used for EditorGUI.TextArea. - - - Return all the AssetBundle names in the asset database. - - - Callback raised whenever the contents of a window's search box are changed. - - - Return all the unused assetBundle names in the asset database. - - - Remove the assetBundle name from the asset database. The forceRemove flag is used to indicate if you want to remove it even it's in use. - - - Delegate for changed keyboard modifier keys. - - - Remove all the unused assetBundle names in the asset database. - - - Get the paths of the assets which have been marked with the given assetBundle name. - - - Smaller text field. - - - Default rendering of shader properties. - - - Get the asset paths from the given assetBundle name and asset name. - - - Given an array of pathNames, returns the list of all assets that the assets depend on. - - - Style used for field editors for numbers. - - - Style used for EditorGUI.Popup, EditorGUI.EnumPopup,. - - - Exports the assets identified by assetPathNames to a unitypackage file in fileName. - - - Delegate for play mode state changes. - - - Exports the assets identified by assetPathNames to a unitypackage file in fileName. - - - Exports the assets identified by assetPathNames to a unitypackage file in fileName. - - - Exports the assets identified by assetPathNames to a unitypackage file in fileName. - - - Style used for headings for object fields. - - - Imports package at packagePath into the current project. - - - Use IsOpenForEdit to determine if the asset is open for edit by the version control. - - - Use IsOpenForEdit to determine if the asset is open for edit by the version control. - - - Use IsOpenForEdit to determine if the asset is open for edit by the version control. - - - Use IsOpenForEdit to determine if the asset is open for edit by the version control. - - - Search the asset database using a search filter string. - - - Search the asset database using a search filter string. - - - Style used for headings for the Select button in object fields. - - - Apply initial MaterialPropertyDrawer values. - - - Apply initial MaterialPropertyDrawer values. - - - Style used for object fields that have a thumbnail (e.g Textures). - - - Call this when you change a material property. It will add an undo for the action. - - - Default toolbar for material preview area. - - - Create a group of controls that can be disabled. - - - Style used for headings for Color fields. - - - Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. - - - Style used for headings for Layer masks. - - - Auto-layouted version of EditorGUI. - - - The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only) - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Is editor currently in play mode? - - - Style used for headings for EditorGUI.Toggle. - - - Is editor either currently in play mode, or about to switch to it? (Read Only) - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Is editor currently paused? - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Style used for headings for EditorGUI.Foldout. - - - Can this component be Previewed in its current state? - - - Does this edit require to be repainted constantly in its current state? - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Style used for headings for EditorGUI.Foldout. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Custom preview for Image component. - - - Style used for headings for EditorGUILayout.BeginToggleGroup. - - - Default handling of preview area for materials. - - - Is editor currently compiling scripts? (Read Only) - - - Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly. - - - Is editor currently updating? (Read Only) - - - Standard font. - - - Is editor currently connected to Unity Remote 4 client app. - - - Make a text area. - - - Make a text area. - - - Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly. - - - Path to the Unity editor contents folder. (Read Only) - - - Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) - - - Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) - - - Bold font. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Mini font. - - - Method for showing a texture property control with additional inlined properites. - - - Method for showing a texture property control with additional inlined properites. - - - Method for showing a texture property control with additional inlined properites. - - - Make a text field for entering float values. - - - Make a text field for entering float values. - - - Make a text field for entering float values. - - - Make a text field for entering float values. - - - Make a text field for entering float values. - - - Make a text field for entering float values. - - - Mini Bold font. - - - Make a text field for entering double values. - - - Make a text field for entering double values. - - - Make a text field for entering double values. - - - Make a text field for entering double values. - - - Make a text field for entering double values. - - - Make a text field for entering double values. - - - Returns the path to the Unity editor application. (Read Only) - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Method for showing a compact layout of properties. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Base class to derive custom material property drawers from. - - - Toolbar background from top of windows. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - The time since the editor was started. (Read Only) - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Style for Button and Toggles in toolbars. - - - Override this method to make your own GUI for the property. - - - Override this method to specify how tall the GUI for this property is in pixels. - - - Create a new scene. - - - Toolbar Popup. - - - Apply extra initial values to the material. - - - Create a new absolutely empty scene. - - - Toolbar Dropdown. - - - Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview. - - - Disposable helper class for managing BeginVertical / EndVertical. - - - Opens the scene at path. - - - To define a custom shader GUI use the methods of materialEditor to render controls for the properties array. - - - Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI). - - - Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI. - - - Make a special slider the user can use to specify a range between a min and a max. - - - Make a special slider the user can use to specify a range between a min and a max. - - - Toolbar text field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Opens the scene at path additively. - - - Wrap content in a vertical group with this style to get the default margins used in the Inspector. - - - Wrap content in a vertical group with this style to get full width margins in the Inspector. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Style used for background box for EditorGUI.HelpBox. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Load the given level in play mode. - - - Disposable helper class for managing BeginScrollView / EndScrollView. - - - Begins a group that can be be hidden/shown and the transition will be animated. - - - This method is called when a new shader has been selected for a Material. - - - The function to use for drawing the handle e.g. Handles.RectangleCap. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Find shader properties. - - - Find shader properties. - - - Miscellaneous helper stuff for EditorGUI. - - - Load the given level additively in play mode. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup. - - - Helper functions for Scene View style 3D GUI. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Load the given level in play mode asynchronously. - - - Make a field to receive any object type. - - - Make a field to receive any object type. - - - Make a field to receive any object type. - - - Make a field to receive any object type. - - - Make a field to receive any object type. - - - Make a field to receive any object type. - - - Make an X & Y field for entering a Vector2. - - - Make an X & Y field for entering a Vector2. - - - Get standard acceleration for dragging values (Read Only). - - - Sprite Packer mode for the current project. - - - Make an X, Y & Z field for entering a Vector3. - - - Make an X, Y & Z field for entering a Vector3. - - - Make an X, Y, Z & W field for entering a Vector4. - - - Get the height used by default for vertical spacing between controls. - - - Load the given level additively in play mode asynchronously - - - Is the user currently using the pro skin? (Read Only) - - - Get nice mouse delta to use for dragging a float value (Read Only). - - - Save the open scene. - - - Save the open scene. - - - Save the open scene. - - - Get a white texture. - - - Make an X, Y, W & H field for entering a Rect. - - - Make an X, Y, W & H field for entering a Rect. - - - Make an X, Y, W & H field for entering a Rect. - - - Make Center & Extents field for entering a Bounds. - - - Make Center & Extents field for entering a Bounds. - - - Make Center & Extents field for entering a Bounds. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Behavior of semantic merge. - - - Ask the user if he wants to save the open scene. - - - Derive from this class to create an editor window. - - - Get nice mouse delta to use for zooming (Read Only). - - - Does the GUI in this editor window want MouseMove events? - - - Open another project. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Does the window automatically repaint whenever the scene has changed? - - - Is a text field currently editing text? - - - Map a mouse drag onto a movement along a line in 3D space. - - - Saves all serializable assets that have not yet been written to disk (eg. Materials). - - - Make an inspector-window-like titlebar. - - - Make an inspector-window-like titlebar. - - - Make an inspector-window-like titlebar. - - - Make a field to receive any object type. - - - Perform a single frame step. - - - Is the Editor GUI is hierarchy mode? - - - Is this window maximized. - - - Prevents loading of assemblies when it is inconvenient. - - - Make a help box with a message to the user. - - - Make a help box with a message to the user. - - - Is the Editor GUI currently in wide mode? - - - Make a small space between the previous control and the following. - - - The EditorWindow which currently has keyboard focus. (Read Only) - - - The width of the GUI area for the current EditorWindow or other view. - - - The EditorWindow currently under the mouse cursor. (Read Only) - - - Invokes the menu item in the specified path. - - - Must be called after LockReloadAssemblies, to reenable loading of assemblies. - - - The width in pixels reserved for labels of Editor GUI controls. - - - The minimum size of this window. - - - The minimum width in pixels reserved for the fields of Editor GUI controls. - - - The maximum size of this window. - - - The system copy buffer. - - - The title of this window. - - - Returns the parameter for the projection of the point on the given line. - - - Exit the Unity editor application. - - - Fetch the GUIContent from the Unity builtin resources with the given name. - - - Fetch the GUIContent from the Unity builtin resources with the given name. - - - The position of the window in screen space. - - - Return a GUIContent object with the name and icon of an Object. - - - Project point onto a line. - - - Does a given class have per-object thumbnails? - - - Mark the beginning area of all popup windows. - - - Explicitly mark the current opened scene as modified. - - - Begin a vertical group with a toggle to enable or disable all the controls within at once. - - - Begin a vertical group with a toggle to enable or disable all the controls within at once. - - - Set icons rendered as part of GUIContent to be rendered at a specific size. - - - Can be used to ensure repaint of the ProjectWindow. - - - Can be used to ensure repaint of the HierarchyWindow. - - - Close a group started with BeginToggleGroup. - - - Close a window group started with EditorWindow.BeginWindows. - - - Begin a horizontal group and get its rect back. - - - Begin a horizontal group and get its rect back. - - - Begin a horizontal group and get its rect back. - - - Set the hierarchy sorting method as dirty. - - - Show a notification message. - - - Plays system beep sound. - - - Get the size that has been set using SetIconSize. - - - Stop showing notification message. - - - Get a texture from its source filename. - - - Close a group started with BeginHorizontal. - - - Moves keyboard focus to this EditorWindow. - - - Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter. - - - Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event. - - - Load a built-in resource that has to be there. - - - Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event. - - - Load a built-in resource. - - - Begin a vertical group and get its rect back. - - - Begin a vertical group and get its rect back. - - - Begin a vertical group and get its rect back. - - - Show the EditorWindow as a floating utility window. - - - Used for popup style windows. - - - Ping an object in a window like clicking it in an inspector. - - - Ping an object in a window like clicking it in an inspector. - - - Calculate distance between a point and a line. - - - Delegate to be called from EditorApplication callbacks. - - - Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. - - - Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. - - - Calculate distance between a point and a Bezier curve. - - - These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout. - - - Makes the following controls give the appearance of editing multiple different values. - - - Close a group started with BeginVertical. - - - Is the platform-dependent "action" modifier key held down? (Read Only) - - - Show the EditorWindow. - - - Show the EditorWindow. - - - The indent level of the field labels. - - - Begin an automatically layouted scrollview. - - - Begin an automatically layouted scrollview. - - - Show the editor window in the auxiliary window. - - - Make a label field. (Useful for showing read-only info.) - - - Pixel distance from mouse pointer to line. - - - Begin an automatically layouted scrollview. - - - Make a label field. (Useful for showing read-only info.) - - - Begin an automatically layouted scrollview. - - - Make a label field. (Useful for showing read-only info.) - - - Begin an automatically layouted scrollview. - - - Make a label field. (Useful for showing read-only info.) - - - Begin an automatically layouted scrollview. - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a label field. (Useful for showing read-only info.) - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a toggle field where the toggle is to the left and the label immediately to the right of it. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Make a text field. - - - Render all ingame cameras. - - - Make a text field. - - - Render all ingame cameras. - - - Render all ingame cameras. - - - Make a text area. - - - Pixel distance from mouse pointer to camera facing circle. - - - Make a text area. - - - Ends a scrollview started with a call to BeginScrollView. - - - Ends a scrollview started with a call to BeginScrollView. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Send an input event into the game. - - - Focuses the first found EditorWindow of specified type if it is open. - - - Focuses the first found EditorWindow of specified type if it is open. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Returns the first EditorWindow of type t which is currently on the screen. - - - Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) - - - Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.) - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Close the editor window. - - - Make the window repaint. - - - Pixel distance from mouse pointer to a rectangle on screen. - - - Get a rect for an Editor control. - - - Get a rect for an Editor control. - - - Get a rect for an Editor control. - - - Get a rect for an Editor control. - - - Make a text field for entering floats. - - - Make a text field for entering floats. - - - Make a text field for entering floats. - - - Make a text field for entering floats. - - - Make a text field for entering floats. - - - Make a text field for entering floats. - - - Begins a group that can be be hidden/shown and the transition will be animated. - - - Make all EditorGUI look like regular controls. - - - Make all EditorGUI look like regular controls. - - - Make all EditorGUI look like regular controls. - - - Make all EditorGUI look like simplified outline view controls. - - - Distance from a point p in 2d to a line defined by two points a and b. - - - Creates an event. - - - Closes a group started with BeginFadeGroup. - - - Sends an Event to a window. - - - Make a text field for entering doubles. - - - Make a text field for entering doubles. - - - Make a text field for entering doubles. - - - Make a text field for entering doubles. - - - Make a text field for entering doubles. - - - Make a text field for entering doubles. - - - Distance from a point p in 2d to a line segment defined by two points a and b. - - - Draw a color swatch. - - - Draw a color swatch. - - - Begin a vertical group with a toggle to enable or disable all the controls within at once. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Draw a curve swatch. - - - Draw a curve swatch. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Make a text field for entering integers. - - - Disposable helper class for managing BeginHorizontal / EndHorizontal. - - - Make a text field for entering integers. - - - Draw swatch with a filled region between two SerializedProperty curves. - - - Draw swatch with a filled region between two SerializedProperty curves. - - - Convert a color from RGB to HSV color space. - - - Convert a set of HSV values to an RGB Color. - - - Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Make a generic popup selection field. - - - Add a custom mouse pointer to a control. - - - Add a custom mouse pointer to a control. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Make an enum popup selection field. - - - Pixel distance from mouse pointer to a 3D disc. - - - The object being inspected. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Make an integer popup selection field. - - - Show the object picker from code. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a tag selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Make a layer selection field. - - - Get the point on an disc (in 3D space) which is closest to the current mouse position. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - Make a field for masks. - - - An array of all the object being inspected. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - Make a field for enum based masks. - - - The object currently selected in the object picker. - - - Tells an Editor class which run-time type it's an editor for. - - - A SerializedObject representing the object or objects being inspected. - - - Pixel distance from mouse pointer to a 3D section of a disc. - - - Make a custom editor for targetObject or targetObjects. - - - Make a custom editor for targetObject or targetObjects. - - - Make a custom editor for targetObject or targetObjects. - - - Make a custom editor for targetObject or targetObjects. - - - If true, match this editor only if all non-fallback editors do not match. Defaults to false. - - - On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. - - - On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. - - - Get the point on an arc (in 3D space) which is closest to the current mouse position. - - - Draw the built-in inspector. - - - Attribute used to make a custom editor support multi-object editing. - - - Implement this function to make a custom inspector. - - - The controlID of the currently showing object picker. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - Make a label with a foldout arrow to the left of it. - - - User message types. - - - Make a label for some control. - - - Make a label for some control. - - - Make a label for some control. - - - Target PS Vita build type. - - - Does this edit require to be repainted constantly in its current state? - - - Draws the alpha channel of a texture within a rectangle. - - - Draws the alpha channel of a texture within a rectangle. - - - Draws the alpha channel of a texture within a rectangle. - - - Pixel distance from mouse pointer to a polyline. - - - Target PS3 or PS4 build type. - - - Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin. - - - Draws the texture within a rectangle. - - - Draws the texture within a rectangle. - - - Draws the texture within a rectangle. - - - Draws the texture within a rectangle. - - - Get the point on a polyline (in 3D space) which is closest to the current mouse position. - - - Get the height needed for a PropertyField control. - - - Get the height needed for a PropertyField control. - - - Get the height needed for a PropertyField control. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Make a field for SerializedProperty. - - - Move keyboard focus to a named text field and begin editing of the content. - - - Target Xbox build type. - - - Create a group of controls that can be disabled. - - - Repaint any inspectors that shows this editor. - - - Override this method in subclasses if you implement OnPreviewGUI. - - - Xbox 360 run method. - - - Override this method if you want to change the label of the Preview area. - - - An enumeration that describes how you would like your test build deployed to the console. - - - Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect. - - - Compressed texture format for target build platform. - - - Ends a disabled group started with BeginDisabledGroup. - - - Check if any control was changed inside a block of code. - - - Specifies Windows SDK which used when building Windows Store Apps. - - - Custom 3D GUI controls and drawing in the scene view. - - - Override this method if you want to render a static preview that shows. - - - Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. - - - Ends a change check started with BeginChangeCheck (). - - - Build types available for BlackBerry. - - - Draws a label with a drop shadow. - - - Draws a label with a drop shadow. - - - Draws a label with a drop shadow. - - - Draws a label with a drop shadow. - - - Record a distance measurement from a handle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a toggle. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Make a slider the user can drag to change a value between a min and a max. - - - Add the ID for a default control. This will be picked if nothing else is. - - - Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. - - - Get world space size of a manipulator handle at given position. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a slider the user can drag to change an integer value between a min and a max. - - - Make a special slider the user can use to specify a range between a min and a max. - - - Make a special slider the user can use to specify a range between a min and a max. - - - Make a generic popup selection field. - - - Make a field for enum based masks. - - - Override this method if you want to show custom controls in the preview header. - - - Color to use for handles that manipulates the X coordinate of something. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker. - - - User build settings for the Editor - - - Make an X & Y field for entering a Vector2. - - - Make an X & Y field for entering a Vector2. - - - Make an X, Y & Z field for entering a Vector3. - - - Make an X, Y & Z field for entering a Vector3. - - - Make an X, Y, Z & W field for entering a Vector4. - - - Triggered in response to SwitchActiveBuildTarget. - - - Make an X, Y, W & H field for entering a Rect. - - - Make an X, Y, W & H field for entering a Rect. - - - Make an X, Y, W & H field for entering a Rect. - - - The currently selected build target group. - - - The currently selected target for a standalone build. - - - Color to use for handles that manipulates the Y coordinate of something. - - - Make Center & Extents field for entering a Bounds. - - - Make Center & Extents field for entering a Bounds. - - - Convert world space point to a 2D GUI position. - - - Color to use for handles that manipulates the Z coordinate of something. - - - Convert 2D GUI position to a world space ray. - - - Make a multi-control with text fields for entering multiple floats in the same line. - - - Make a multi-control with text fields for entering multiple floats in the same line. - - - Make a multi-control with text fields for entering multiple floats in the same line. - - - Color to use for handles that represent the center of something. - - - Make a multi-control with several property fields in the same line. - - - Make a multi-control with several property fields in the same line. - - - Make a multi-control with several property fields in the same line. - - - Implement this method to show asset information on top of the asset preview. - - - Call this function to draw the header of the editor. - - - Calculate a rectangle to display a 2D GUI element near a projected point in 3D space. - - - Pick GameObjects that lie within a specified screen rectangle. - - - Pick GameObjects that lie within a specified screen rectangle. - - - Color to use for the currently active handle. - - - PSM Build Subtarget. - - - Soft color to use for for general things. - - - Pick game object closest to specified position. - - - Pick game object closest to specified position. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Make a field for selecting a Color. - - - Store all camera settings. - - - The first entry point for Preview Drawing. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Make a field for editing an AnimationCurve. - - - Are handles lit? - - - PS Vita Build subtarget. - - - Make an inspector-window-like titlebar. - - - Make an inspector-window-like titlebar. - - - Make an inspector-window-like titlebar. - - - Make a progress bar. - - - Override this method in subclasses to return false if you don't want default margins. - - - Make a help box with a message to the user. - - - Colors of the handles. - - - PS4 Build Subtarget. - - - Retrieve all camera settings. - - - SCE Build subtarget. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Make a label in front of some control. - - - Flags for the PrefabUtility.ReplacePrefab function. - - - Are null references actively checked? - - - Build submission materials. - - - Matrix for all handle operations. - - - Casts ray against the scene and report if an object lies in its path. - - - Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty. - - - Repaint the current view. - - - Stores a curve and its name that will be used to create additionnal curves during the import process. - - - Ends a Property wrapper started with BeginProperty. - - - Build data compressed with PSArc. - - - The name of the animation curve. - - - The type of a prefab object as returned by EditorUtility.GetPrefabType. - - - Defines a single modified property. - - - Object that will be modified. - - - Property path of the property being modified (Matches as SerializedProperty.propertyPath). - - - The value being applied. - - - The value being applied when it is a object reference (which can not be represented as a string). - - - The inverse of the matrix for all handle operations. - - - Setup viewport and stuff for a current camera. - - - The animation curve. - - - Utility class for any prefab related operations. - - - Make a 3D Scene view position handle. - - - Animation clips to split animation into. - - - Called after prefab instances in the scene have been updated. - - - Returns the parent asset object of source, or null if it can't be found. - - - Retrieves the enclosing prefab for any object contained within. - - - Extract all modifications that are applied to the prefab instance compared to the parent prefab. - - - Assigns all modifications that are applied to the prefab instance compared to the parent prefab. - - - Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy. - - - Instantiate an asset that is referenced by a prefab and use it on the prefab instance. - - - Take name. - - - Force record property modifications by comparing against the parent prefab. - - - Force installation of package, even if error. - - - Force re-merging all prefab instances of this prefab. - - - Disconnects the prefab instance from its parent prefab. - - - Instantiates the given prefab. - - - Enables a Linux headless build. - - - Creates an empty prefab at given path. - - - Animation mode for ModelImporter. - - - Creates a prefab from a game object hierarchy. - - - Creates a prefab from a game object hierarchy. - - - Make a Scene view rotation handle. - - - Clip name. - - - Is build script only enabled. - - - A Takeinfo object contains all the information needed to describe a take. - - - Take name as define from imported file. - - - This is the default clip name for the clip generated for this take. - - - Start time in second. - - - Make a Scene view scale handle. - - - Stop time in second. - - - Start time in second. - - - Stop time in second. - - - Make a Scene view radius handle. - - - Make a Scene view radius handle. - - - Sample rate of the take. - - - Xbox Build subtarget. - - - Make a 3D slider. - - - Make a 3D slider. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Slide a handle in a 2D plane. - - - Selected Xbox Run Method. - - - Model importer lets you modify model import settings from editor scripts. - - - When building an Xbox One Streaming Install package (makepkg.exe) The layout generation code in Unity will assign each scene and associated assets to individual chunks. Unity will mark scene 0 as being part of the launch range, IE the set of chunks required to launch the game, you may include additional scenes in this launch range if you desire, this specifies a range of scenes (starting at 0) to be included in the launch set. - - - Material generation options. - - - The currently selected Xbox One Deploy Method. - - - Import materials from file. - - - Material naming setting. - - - Android platform options. - - - Make an unconstrained rotation handle. - - - Replaces the targetPrefab with a copy of the game object hierarchy go. - - - Replaces the targetPrefab with a copy of the game object hierarchy go. - - - Returns the topmost game object that has the same prefab parent as target. - - - Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab. - - - Make an unconstrained movement handle. - - - Connects the game object to the prefab that it was last connected to. - - - First frame of the clip. - - - Existing material search setting. - - - Resets the properties of the component or game object to the parent prefab state. - - - Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance. - - - Last frame of the clip. - - - Given an object, returns its prefab type (None, if it's not a prefab). - - - Helper function to find the prefab root of an object (used for picking niceness). - - - Delegate for method that is called after prefab instances in the scene have been updated. - - - Generate and reference C# projects from your main solution. - - - Make a directional scale slider. - - - Global scale factor for importing. - - - The texture compression type to be used when building. - - - The wrap mode of the animation. - - - Make a single-float draggable handle. - - - Is the clip a looping animation? - - - The build type to be used. - - - Lets you register undo operations on specific objects you are about to perform changes on. - - - Is useFileUnits supported for this asset. - - - Callback that is triggered after an undo or redo was executed. - - - Offset in degrees to the root rotation. - - - Invoked before the Undo system performs a flush. - - - Select the streaming option for a webplayer build. - - - Sets the parent of transform to the new parent and records an undo operation. - - - Offset to the vertical root position. - - - Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit. - - - Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded). - - - Make a 3D disc that can be dragged with the mouse. - - - Register an undo operations for a newly created object. - - - Make a 3D Button. - - - File scale factor (if available) or default one. (Read-only). - - - The currently active build target. - - - Offset to the cycle of a looping animation, if a different time in it is desired to be the start. - - - Destroys the object and records an undo operation so that it can be recreated. - - - Enable to make the clip loop. - - - Is FileScale was used when importing. - - - DEFINE directives for the compiler. - - - Enable to make the motion loop seamlessly. - - - Records any changes done on the object after the RecordObject function. - - - Controls import of BlendShapes. - - - Rounds the value val to the closest multiple of snap (snap can only be posiive). - - - Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion. - - - Draw a cube. Pass this into handle functions. - - - Enables a development build. - - - Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times. - - - Optimization level for WebGL. - - - Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack. - - - Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion. - - - Add mesh colliders to imported meshes. - - - Draw a Sphere. Pass this into handle functions. - - - Perform an Undo operation. - - - Perform an Redo operation. - - - Unity automatically groups undo operations by the current group index. - - - Unity automatically groups undo operations by the current group index. - - - Get the name that will be shown in the UI for the current undo group. - - - Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion. - - - Draw a Cone. Pass this into handle functions. - - - Smoothing angle for calculating normals. - - - Keeps the vertical position as it is authored in the source file. - - - Keeps the vertical position as it is authored in the source file. - - - Start the player with a connection to the profiler. - - - Set the name of the current undo group. - - - Should tangents be split across UV seams. - - - Keeps the vertical position as it is authored in the source file. - - - Enable source-level debuggers to connect. - - - Performs the last undo operation but does not record a redo operation. - - - Performs all undo operations up to the group index without storing a redo operation in the process. - - - Swap primary and secondary UV channels when importing. - - - Collapses all undo operation up to group index together into one step. - - - Ensure objects recorded using RecordObject or ::ref:RecordObjects are registered as an undoable action. In most cases there is no reason to invoke FlushUndoRecordObjects since it's automatically done right after mouse-up and certain other events that conventionally marks the end of an action. - - - Export Android Project for use wih Android Studio or Eclipse. - - - Keeps the feet aligned with the root transform position. - - - Generate secondary UV set for lightmapping. - - - Delegate used for undoRedoPerformed. - - - Delegate used for willFlushUndoRecord. - - - Threshold for angle distortion when generating secondary UV. - - - See Also: Undo.postprocessModifications. - - - Threshold for area distortion when generating secondary UV. - - - Draw a Cylinder. Pass this into handle functions. - - - Hard angle for generating secondary UV. - - - Export package option. Multiple options can be combined together using the | operator. - - - Draw a camera facing selection frame. - - - Mirror left and right in this clip. - - - Lets you do move, copy, delete operations over files or directories. - - - Symlink runtime libraries with an iOS Xcode project. - - - Place the built player in the build folder. - - - Margin to be left between charts when packing secondary UV. - - - Define mask type. - - - Draw a camera-facing dot. Pass this into handle functions. - - - Draw a camera-facing Circle. Pass this into handle functions. - - - Animation generation options. - - - The AvatarMask used to mask transforms during the import process. - - - Select a new build target to be active. - - - Draw an arrow like those used by the move tool. - - - Deletes a file or a directory given a path. - - - The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import. - - - Copies a file or a directory. - - - Draw a line from p1 to p2. - - - Generates the list of all imported take. - - - AnimationEvents that will be added during the import process. - - - Draw a line going through the list of all points. - - - Additionnal curves that will be that will be added during the import process. - - - This structure contains a collection of settings used to define how an AudioClip should be imported.This structure is used with the AudioImporter to define how the AudioClip should be imported and treated during loading within the scene. - - - LoadType defines how the imported AudioClip data should be loaded. - - - - - - Defines how the sample rate is modified (if at all) of the importer audio file. - - - Draw a dotted line from p1 to p2. - - - Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate. - - - CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics. - - - Audio compression quality (0-1)Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes. - - - Audio importer lets you modify AudioClip import settings from editor scripts. - - - Generates the list of all imported Transforms. - - - Copies the file or directory. - - - Get the current location for the build. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Draw anti-aliased line specified with point array and width. - - - Generates the list of all imported Animations. - - - Material generation options for ModelImporter. - - - Draw anti-aliased convex polygon specified with point array. - - - Material naming options for ModelImporter. - - - The default sample settings for the AudioClip importer. - - - Force this clip to mono? - - - 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. - - - Corresponding to the "Load In Background" flag in the AudioClip inspector, when this flag is set, the loading of the clip will happen delayed without blocking the main thread. - - - 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. - - - Are mesh vertices and indices accessible from script? - - - Material search options for ModelImporter. - - - Vertex optimization setting. - - - Animation generation options for ModelImporter. - - - Compression bitrate. - - - Mesh compression options for ModelImporter. - - - Returns whether a given build target has its sample settings currently overridden. - - - Return the current override settings for the given platform. - - - Normals import mode. - - - Sets the override sample settings for the given platform. - - - Draw the outline of a flat disc in 3D space. - - - Draw a circular arc in 3D space. - - - Set a new location for the build. - - - Animation compression options for ModelImporter. - - - Moves a file or a directory from a given path to another path. - - - Tangents import mode. - - - Clears the sample settings override for the given platform. - - - Draw a solid outlined rectangle in 3D space. - - - Bake Inverse Kinematics (IK) when importing. - - - Returns a unique path in the Temp folder within your current project. - - - Texture case constants for TrueTypeFontImporter. - - - AssetImporter for importing MovieTextures. - - - Draw a solid flat disc in 3D space. - - - Result of Asset move - - - Is Bake Inverse Kinematics (IK) supported by this importer. - - - Draw a circular sector (pie piece) in 3D space. - - - Replaces a file. - - - Font rendering mode constants for TrueTypeFontImporter. - - - Result of Asset delete operation - - - Is import of tangents supported by this importer. - - - Quality setting to use when importing the movie. This is a float value from 0 to 1. - - - Make a text label positioned in 3D space. - - - Make a text label positioned in 3D space. - - - Make a text label positioned in 3D space. - - - Make a text label positioned in 3D space. - - - Make a text label positioned in 3D space. - - - AnimationClip mask options for ModelImporterClipAnimation. - - - Various utilities for mesh manipulation. - - - Mesh compression setting. - - - Replaces a directory. - - - This class holds everything you may need in regard to uv-unwrapping. - - - Import animation from file. - - - Is this a linear texture or an sRGB texture (Only used when performing linear rendering). - - - Will insert per-triangle uv2 in mesh and handle vertex splitting etc. - - - Get the width and height of the main game view. - - - Will generate per-triangle uv (3 uv pairs for each triangle) with default settings. - - - Will generate per-triangle uv (3 uv pairs for each triangle) with default settings. - - - Resolution dialog setting. - - - Duration of the Movie to be imported in seconds. - - - Animation optimization setting. - - - Change the mesh compression setting for a mesh. - - - Clears the camera. - - - Scripting implementation (backend). - - - Returns the mesh compression setting for a Mesh. - - - Will auto generate uv2 with default settings for provided mesh, and fill them in. - - - Will auto generate uv2 with default settings for provided mesh, and fill them in. - - - Animation optimization setting. - - - Activity Indicator on loading. - - - Draws a camera inside a rectangle. - - - Draws a camera inside a rectangle. - - - Draws a camera inside a rectangle. - - - StaticOcclusionCulling lets you perform static occlusion culling operations. - - - Optimizes the mesh for GPU access. - - - Animation compression setting. - - - Aspect ratio. - - - Used to check if asynchronous generation of static occlusion culling data is still running. - - - Helpers for builtin arrays ... - - - Target Android device architecture. - - - Set the current camera so all Handles and Gizmos are draw with its settings. - - - Set the current camera so all Handles and Gizmos are draw with its settings. - - - Allowed error of animation rotation compression. - - - Does the scene contain any occlusion portals that were added manually rather than automatically? - - - Intel only. - - - Returns the size in bytes that the PVS data is currently taking up in this scene on disk. - - - Mac fullscreen mode. - - - Used to generate static occlusion culling data. - - - Appends item to the end of array. - - - Begin a 2D GUI block inside the 3D handle GUI. - - - Begin a 2D GUI block inside the 3D handle GUI. - - - Allowed error of animation position compression. - - - Supported Android SDK versions. - - - Compares two arrays. - - - Appends items to the end of array. - - - Allowed error of animation scale compression. - - - Direct3D 9 fullscreen mode. - - - End a 2D GUI block and get back to the 3D handle GUI. - - - Preferred application install location. - - - Used to compute static occlusion culling data asynchronously. - - - Application should show ActivityIndicator when loading. - - - Inserts item item at position index. - - - Removes item from array. - - - Retuns an array of points to representing the bezier curve. See Handles.DrawBezier. - - - Direct3D 11 fullscreen mode. - - - Find the index of the first element that satisfies the predicate. - - - Managed code stripping level. - - - Index of first element with value value. - - - Deployment target iOS device resolution. - - - Script call optimization level. - - - Index of the last element with value value. - - - Supported iOS SDK versions. - - - Remove element at position index. - - - Determines if the array contains the item. - - - Gamepad support level for Android TV. - - - Used to cancel asynchronous generation of static occlusion culling data. - - - Clears the array. - - - Clears the PVS of the opened scene. - - - Unwrapping settings. - - - Supported iOS deployment versions. - - - Used to visualize static occlusion culling at development time in scene view. - - - Maximum allowed angle distortion (0..1). - - - Default mobile device orientation. - - - If set to true, visualization of target volumes is enabled. - - - Maximum allowed area distortion (0..1). - - - This angle (or greater) between triangles will cause seam to be created. - - - If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling. - - - Target GLES graphics. - - - How much uv-islands will be padded. - - - If set to true, visualization of view volumes is enabled. - - - Target iOS Graphics API. - - - iOS status bar style. - - - iOS 4.0. - - - Will set default values for params. - - - Android splash screen scale modes. - - - The default wrap mode for the generated animation clips. - - - iOS 4.1. - - - If set to true, visualization of portals is enabled. - - - iOS 4.2. - - - Animator generation mode. - - - If set to true, visualization of portals is enabled. - - - iOS 4.3. - - - The path of the transform used to generation the motion of the animation. - - - If set to true, culling of geometry is enabled. - - - Samsung Smart TV specific Player Settings. - - - iOS 5.0. - - - .NET API compatibility level. - - - PS Vita specific player settings. - - - The PreferenceItem attribute allows you to add preferences sections to the Preferences Window. - - - Imports the HumanDescription from the given Avatar. - - - Android specific player settings. - - - iOS 5.1. - - - iOS specific player settings. - - - Compilation overrides for C# files. - - - Represents plugin importer. - - - Derive from this class to create an editor wizard. - - - 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. - - - Allows you to set the help text of the wizard. - - - The human description that is used to generate an Avatar during the import process. - - - Set compatiblity with any platform. - - - Allows you to set the error text of the wizard. - - - Is plugin comptabile with any platform. - - - Allows you to enable and disable the wizard create button, so that the user can not click it. - - - BlackBerry specific player settings. - - - Animation clips to split animation into. - - - A set of encryption levels that can be passed to makepkg. - - - iOS 6.0. - - - Set compatiblity with any editor. - - - iOS 7.0. - - - Will be called for drawing contents when the ScriptableWizard needs to update its GUI. - - - Is plugin compatible with editor. - - - Set compatiblity with specified platform. - - - Generate a list of all default animation clip based on TakeInfo. - - - iOS 7.1. - - - The behavior in case of unhandled .NET exception. - - - Imported texture format for TextureImporter. - - - Creates a wizard. - - - Creates a wizard. - - - Creates a wizard. - - - Creates a wizard. - - - Creates a wizard. - - - Creates a wizard. - - - Player Settings is where you define various parameters for the final game that you will build in Unity. Some of these values are used in the Resolution Dialog that launches when you open a standalone game. - - - iOS 8.0. - - - Type of a SerializedProperty. - - - iOS 8.1. - - - The name of your company. - - - Target iOS device. - - - SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. - - - iPhone/iPod Only. - - - Mip map filter for TextureImporter. - - - iPad Only. - - - The name of your product. - - - Universal : iPhone/iPod + iPad. - - - Cubemap generation mode for TextureImporter. - - - Editor utility functions. - - - Should the builtin Unity splash screen be shown? - - - Is plugin compatible with specified platform. - - - Set compatiblity with specified platform. - - - Is plugin compatible with specified platform. - - - Set platform specific data. - - - Scaling mode for non power of two textures in TextureImporter. - - - Get platform specific data. - - - Set platform specific data. - - - Get platform specific data. - - - Normal map filtering mode for TextureImporter. - - - GameObject utility functions. - - - Set editor specific data. - - - Returns editor specific data for specified key. - - - Marks target object as dirty. - - - Returns all plugin importers for all platforms. - - - Returns all plugin importers for specfied platform. - - - Returns all plugin importers for specfied platform. - - - Gets the set StaticEditorFlags. - - - The inspected object (Read Only). - - - Select this to set basic parameters depending on the purpose of your texture. - - - The inspected objects (Read Only). - - - Utility functions to assist with working with shaders from the editor. - - - Does the serialized object represents multiple objects due to multi-object editing? (Read Only) - - - Update serialized object's representation. - - - A unique cloud project identifier. It is unique for every project (Read Only). - - - Update hasMultipleDifferentValues cache on the next /Update()/ call. - - - Set the color space for the current project. - - - Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script. - - - Does the current hardware support render textues. - - - Get the first serialized property. - - - Get the number of properties in Shader s. - - - Texture importer modes for Sprite import. - - - Find serialized property by name. - - - Get the description of the shader propery at index propertyIdx of Shader s. - - - Editor data used in producing a Sprite. - - - Returns true if the passed in StaticEditorFlags are set. - - - Apply property modifications. - - - Get the name of the shader propery at index propertyIdx of Shader s. - - - Name of the Sprite. - - - Copies a value from a SerializedProperty to the same serialized property on this serialized object. - - - Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s. - - - Bounding rectangle of the sprite's graphic within the atlas image. - - - Default horizontal dimension of stand-alone player window. - - - Get Limits for a range property at index propertyIdx of Shader s. - - - SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs. - - - Edge-relative alignment of the sprite graphic. - - - Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s. - - - Pivot point of the Sprite relative to its bounding rectangle. - - - Is the shader propery at index propertyIdx of Shader s hidden? - - - Determines if an object is stored on disk. - - - Edge border size for a sprite (in pixels). - - - Type of a given texture property. - - - Representation of the texture dimensions. - - - Sets the StaticEditorFlags. - - - Texture importer lets you modify Texture2D import settings from editor scripts. - - - - - - Displays a modal dialog. - - - Displays a modal dialog. - - - Default vertical dimension of stand-alone player window. - - - Displays a modal dialog with three buttons. - - - Does this property represent multiple different values due to multi-object editing? (Read Only) - - - Displays the "open file" dialog and returns the selected path name. - - - Nice display name of the property. (Read Only) - - - Name of the property. (Read Only) - - - Default horizontal dimension of web player window. - - - Format of imported texture. - - - Default vertical dimension of web player window. - - - Type name of the property. (Read Only) - - - Maximum texture size. - - - Tooltip of the property. (Read Only) - - - Get the navmesh layer for the GameObject. - - - Quality of Texture Compression in the range [0..100]. - - - Nesting depth of the property. (Read Only) - - - Full path of the property. (Read Only) - - - Generate alpha channel from intensity? - - - Is this property editable? (Read Only) - - - Cubemap generation mode. - - - Defines the behaviour of the Resolution Dialog on product launch. - - - Is this property expanded in the inspector? - - - Does it have child properties? (Read Only) - - - Get the navmesh layer from the layer name. - - - Does it have visible child properties? (Read Only) - - - Scaling mode for non power of two textures. - - - Is property part of a prefab instance? (Read Only) - - - Is property's value different from the prefab it belongs to? - - - If enabled, the game will default to fullscreen mode. - - - Type of this property (Read Only). - - - Set the navmesh layer for the gameobject. - - - Value of an integer property. - - - How is the tool handle oriented. - - - Value of a integer property as a long. - - - If enabled, your game will continue to run after lost focus. - - - Value of a boolean property. - - - Displays the "save file" dialog and returns the selected path name. - - - Defines if fullscreen games should darken secondary displays. - - - Value of a float property. - - - Value of a float property as a double. - - - Is texture data readable from scripts. - - - Value of a string property. - - - Generate mip maps for the texture? - - - Value of a color property. - - - Write a log file with debugging information. - - - Value of a animation curve property. - - - Value of an object reference property. - - - Human-like sorting. - - - Enum index of an enum property. - - - Names of enumeration of an enum property. - - - Display-friendly names of enumeration of an enum property. - - - Keep texture borders the same when generating mipmaps? - - - Value of a 2D vector property. - - - Displays the "open folder" dialog and returns the selected path name. - - - When in linear rendering should this texture be sampled with hardware gamma correction (sRGB) or without (linear)? - - - Value of a 3D vector property. - - - Mipmap filtering mode. - - - Value of a 4D vector property. - - - Use resizable window in standalone player builds. - - - Fade out mip levels to gray color? - - - Value of a quaternion property. - - - Value of a rectangle property. - - - Mip level where texture begins to fade out. - - - Displays the "save folder" dialog and returns the selected path name. - - - Mip level where texture is faded out completely. - - - Pre bake collision meshes on player build. - - - Value of bounds property. - - - Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. - - - Displays the "save file" dialog in the Assets folder of the project and returns the selected path name. - - - Should mip maps be generated with gamma correction? - - - Is this property an array? (Read Only) - - - Which tool is active in the editor. - - - The number of elements in the array. If the SerializedObject contains multiple objects it will return the smallest number of elements. So it is always possible to iterate through the SerializedObject and only get properties found in all objects. - - - See if contained serialized properties are equal. - - - Enable receipt validation for the Mac App Store. - - - Move to next property. - - - Define how to handle fullscreen mode in Mac OS X standalones. - - - Move to next visible property. - - - Convert heightmap to normal map? - - - Is this texture a normal map? - - - Normal map filtering mode. - - - Amount of bumpyness in the heightmap. - - - Translates an instance ID to a reference to an object. - - - Is this texture a lightmap? - - - Get all the navmesh layer names. - - - Anisotropic filtering level of the texture. - - - Get the navmesh area index for the GameObject. - - - Filtering mode of the texture. - - - Compress a texture. - - - Compress a texture. - - - Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode). - - - Class used to manipulate the tools used in Unity's Scene View. - - - Wrap mode (Repeat or Clamp) of the texture. - - - The tool that is currently selected for the Scene View. - - - Mip map bias of the texture. - - - The option that is currently active for the View tool in the Scene view. - - - Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode). - - - The position of the tool handle in world space. - - - Returns true if this TextureImporter is setup for Sprite packing. - - - On Windows, show the application in the background if Fullscreen Windowed mode is used. - - - Copy all settings of a Unity Object. - - - The rectangle used for the rect tool. - - - Selects Single or Manual import mode for Sprite textures. - - - The rotation of the rect tool handle in world space. - - - Calculates and returns a list of all assets the assets listed in roots depend on. - - - Move to first property of the object. - - - Array representing the sections of the atlas corresponding to individual sprite graphics. - - - Are we in Center or Pivot mode. - - - Selects the Sprite packing tag. - - - Is the rect handle in blueprint mode? - - - Restrict standalone players to a single concurrent running instance. - - - The number of pixels in the sprite that correspond to one unit in world space. - - - The rotation of the tool handle in world space. - - - Collect all objects in the hierarchy rooted at each of the given objects. - - - What's the rotation of the tool handle. - - - Scale factor for mapping pixels in the graphic to units in world space. - - - The point in the Sprite object's coordinate space where the graphic is located. - - - Get the navmesh area index from the area name. - - - Hides the Tools(Move, Rotate, Resize) on the Scene view. - - - Which layers are visible in the scene view. - - - Border sizes of the generated sprites. - - - First level to have access to all Resources.Load assets in Streamed Web Players. - - - Which type of texture are we dealing with here. - - - The image to display in the Resolution Dialog window. - - - Set the navmesh area for the gameobject. - - - Count remaining visible properties. - - - Count visible children of this property, including this property itself. - - - LOD Utility Helpers. - - - Returns a copy of the SerializedProperty iterator in its current state. This is useful if you want to keep a reference to the current property but continue with the iteration. - - - Unloads assets that are not used. - - - Duplicates the serialized property. - - - Unloads assets that are not used. - - - Deletes the serialized property. - - - Displays a popup menu. - - - Get platform specific texture settings. - - - Get platform specific texture settings. - - - Retrieves the SerializedProperty at a relative path to the current property. - - - The bundle identifier of the iPhone application. - - - Recalculate the bounding region for the given LODGroup. - - - Retrieves the SerializedProperty that defines the end range of this property. - - - Retrieves the SerializedProperty that defines the end range of this property. - - - Retrieves an iterator that allows you to iterator over the current nexting of a serialized property. - - - Get all the navmesh area names. - - - Returns the element at the specified index in the array. - - - Brings the project window to the front and focuses it. - - - Insert an empty element at the specified index in the array. - - - Returns a text for a number of bytes. - - - Returns a text for a number of bytes. - - - Delete the element at the specified index in the array. - - - AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity. - - - AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity. - - - Displays or updates a progress bar. - - - AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets. - - - Displays or updates a progress bar that has a cancel button. - - - Password used for interacting with the Android Keystore. - - - Remove all elements from the array. - - - Set specific target platform settings. - - - Set specific target platform settings. - - - Get unique name for a new GameObject compared to existing siblings. Useful when trying to avoid duplicate naming. When duplicate(s) are found, uses incremental a number after the base name. - - - The path name of the asset being imported. - - - Move an array element from srcIndex to dstIndex. - - - Password for the key used for signing an Android application. - - - Clear specific target platform settings. - - - Reference to the asset importer. - - - Does textures source image have alpha channel. - - - Logs an import warning to the console. - - - Logs an import warning to the console. - - - Does textures source image have RGB channels. - - - Logs an import error message to the console. - - - Logs an import error message to the console. - - - Read texture settings into TextureImporterSettings class. - - - Removes progress bar. - - - Returns the version of the asset postprocessor. - - - Set texture importers settings from TextureImporterSettings class. - - - The SubstanceImporter class lets you access the imported ProceduralMaterial instances. - - - Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button). - - - Override the order in which importers are processed. - - - Xbox 360 title id. - - - Reads the active texture output instructions of this TextureImporter. - - - Base class from which asset importers for specific asset types derive. - - - Sets the parent and gives the child the same layer and position. - - - Get a list of the names of the ProceduralMaterial prototypes in the package. - - - Get the number of ProceduralMaterial instances. - - - Xbox 360 ImageXex override configuration file path. - - - Get an array with the ProceduralMaterial instances. - - - The path name of the asset for this importer. (Read Only) - - - The GenericMenu lets you create a custom context and dropdown menus. - - - Get or set any user data. - - - Get or set the AssetBundle name. - - - Stores settings of a TextureImporter. - - - Add an item to the menu. - - - Add an item to the menu. - - - Get or set the AssetBundle variant. - - - RGBM encoding mode for HDR textures in TextureImporter. - - - Clone an existing ProceduralMaterial instance. - - - Retrieves the asset importer for the asset at path. - - - Add a disabled item to the menu. - - - Save asset importer settings if asset importer is dirty. - - - Instantiate a new ProceduralMaterial instance from a prototype. - - - Utility for fetching asset previews by instance ID of assets, See AssetPreview.GetAssetPreview. Since previews are loaded asynchronously methods are provided for requesting if all previews have been fully loaded, see AssetPreview.IsLoadingAssetPreviews. Loaded previews are stored in a cache, the size of the cache can be controlled by calling [AssetPreview.SetPreviewTextureCacheSize]. - - - Convolution mode. - - - Returns a preview texture for an asset. - - - Returns a preview texture for an asset. - - - Returns a preview texture for an asset. - - - Add a seperator item to the menu. - - - 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. - - - Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish. - - - Loading previews is asynchronous so it is useful to know if a specific asset preview is in the process of being loaded so client code e.g can repaint while waiting for the loading to finish. - - - Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps. - - - Xbox 360 SPA file path. - - - Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting. - - - Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting. - - - Sprite texture import mode. - - - Set the asset preview cache to a size that can hold all visible previews on the screen at once. - - - Set the asset preview cache to a size that can hold all visible previews on the screen at once. - - - The number of pixels in the sprite that correspond to one unit in world space. - - - Scale factor between pixels in the sprite graphic and world space units. - - - Returns the thumbnail for an object (like the ones you see in the project view). - - - Destroy an existing ProceduralMaterial instance. - - - The number of blank pixels to leave between the edge of the graphic and the mesh. - - - Get number of items in the menu. - - - Returns the thumbnail for the type. - - - Returns the thumbnail for the type. - - - Edge-relative alignment of the sprite graphic. - - - Reset the ProceduralMaterial to its default values. - - - Pivot point of the Sprite relative to its graphic's rectangle. - - - Rename an existing ProceduralMaterial instance. - - - Xbox 360 auto-generation of _SPAConfig.cs. - - - Border sizes of the generated sprites. - - - Used to specify how to find a given element in the editor to highlight. - - - Xbox 360 Kinect resource file deployment. - - - Test texture importer settings for equality. - - - Copy parameters into another TextureImporterSettings object. - - - Set the enabled state of the object. - - - Configure parameters to import a texture for a purpose of type, as described here. - - - After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer. - - - Get the material offset, which is used for all the textures that are part of this ProceduralMaterial. - - - Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected. - - - A collection of parameters that impact lightmap and realtime GI computations. - - - Use this class to highlight elements in the editor for use in in-editor tutorials and similar. - - - Show the menu under the mouse. - - - Xbox 360 Kinect Head Orientation file deployment. - - - Set the material offset, which is used for all the textures that are part of this ProceduralMaterial. - - - Xbox 360 Kinect Head Position file deployment. - - - Saves an AudioClip or MovieTexture to a file. - - - Is there currently an active highlight? - - - The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution. - - - Show the menu at the given screen rect. - - - Get the material scale, which is used for all the textures that are part of this ProceduralMaterial. - - - Set the material scale, which is used for all the textures that are part of this ProceduralMaterial. - - - Creates a game object with HideFlags and specified components. - - - Check if the ProceduralMaterial needs to force generation of all its outputs. - - - Specify if the ProceduralMaterial needs to force generation of all its outputs. - - - Xbox 360 splash screen. - - - Menu class to manipulate the menu item. - - - Get the ProceduralMaterial animation update rate in millisecond. - - - Is the current active highlight visible yet? - - - Set the ProceduralMaterial animation update rate in millisecond. - - - Callback function, called when a menu item is selected. - - - Return true if the mipmaps are generated for this ProceduralMaterial. - - - Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive. - - - Force the generation of mipmaps for this ProceduralMaterial. - - - Controls the resolution at which Enlighten stores and can transfer input light. - - - Get the alpha source of the given texture in the ProceduralMaterial. - - - The text of the current active highlight. - - - Set the alpha source of the given texture in the ProceduralMaterial. - - - 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. - - - The rect in screenspace of the current active highlight. - - - Callback function with user data, called when a menu item is selected. - - - Set the check status of the given menu. - - - Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior). - - - The number of rays to cast for computing irradiance form factors. - - - Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior). - - - Xbox 360 Kinect automatic skeleton tracking. - - - Enum for Tools.viewTool. - - - Xbox 360 Kinect Enable Speech Engine. - - - The percentage of rays shot from a ray origin that must hit front faces to be considered usable. - - - Class for Substance Archive handling. - - - Maximum size of gaps that can be ignored for GI (multiplier on pixel size). - - - SelectionMode can be used to tweak the selection returned by Selection.GetTransforms. - - - Xbox 360 Kinect Speech DB. - - - Where is the tool handle placed. - - - Enable GPU skinning on capable platforms. - - - Access to the selection in the editor. - - - Stops the active highlight. - - - Xbox 360 Avatars. - - - Returns the top level selection, excluding prefabs. - - - Returns the active transform. (The one shown in the inspector). - - - Enables internal profiler. - - - Returns the actual game object selection. Includes prefabs, non-modifyable objects. - - - Highlights an element in the editor. - - - Highlights an element in the editor. - - - Returns the active game object. (The one shown in the inspector). - - - Sets the crash behavior on .NET unhandled exception. - - - Returns the actual object selection. Includes prefabs, non-modifyable objects. - - - Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects. - - - The actual unfiltered selection from the Scene. - - - The actual unfiltered selection from the Scene returned as instance ids instead of objects. - - - Returns the guids of the selected assets. - - - Call this method to create an identifiable rect that the Highlighter can find. - - - Returns whether an object is contained in the current selection. - - - Returns whether an object is contained in the current selection. - - - Allows for fine grained control of the selection type using the SelectionMode bitmask. - - - Are ObjC uncaught exceptions logged? - - - Enables CrashReport API. - - - Returns the current selection filtered by type and mode. - - - Whether pairs of edges should be stitched together. - - - Describes the reason for access to the user's location data. - - - Get the check status of the given menu. - - - AssetImportor for importing SpeedTree model assets. - - - Gets an array of name strings for wind quality value. - - - 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. - - - Application bundle identifier shared between iOS & Android platforms. - - - Tells if the SPM file has been previously imported. - - - Application bundle version shared between iOS & Android platforms. - - - If enabled, the object appears transparent during GlobalIllumination lighting calculations. - - - Returns the folder path where generated materials will be placed in. - - - Should status bar be hidden. Shared between iOS & Android platforms. - - - The radius (in texels) of the post-processing filter that blurs baked direct lighting. - - - How much to scale the tree model compared to what is in the .spm file. - - - Managed code stripping level. - - - The MenuItem attribute allows you to add menu items to the main menu and inspector context menus. - - - Gets and sets a default main color. - - - Default screen orientation for mobiles. - - - Gets and sets a default specular color. - - - Gets and sets a default Hue variation color and amount (in alpha). - - - Gets and sets a default Shininess value. - - - The number of rays used for lights with an area. Allows for accurate soft shadowing. - - - Gets and sets a default alpha test reference values. - - - Tells if there is a billboard LOD. - - - The maximum number of times to supersample a texel to reduce aliasing. - - - Enables smooth LOD transitions. - - - Is auto-rotation to portrait supported? - - - Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree. - - - Proportion of the billboard LOD region width which is used for fading out the billboard. - - - BakedLightmapTag is an integer that affects the assignment to baked lightmaps. Objects with different values for bakedLightmapTag are guaranteed to not be assigned to the same lightmap even if the other baking parameters are the same. - - - Gets and sets an array of booleans to enable shadow casting for each LOD. - - - Gets and sets an array of booleans to enable shadow receiving for each LOD. - - - Is auto-rotation to portrait upside-down supported? - - - Gets and sets an array of booleans to enable Light Probe lighting for each LOD. - - - Navigation mesh builder interface. - - - Gets and sets an array of Reflection Probe usages for each LOD. - - - Gets and sets an array of booleans to enable normal mapping for each LOD. - - - Is auto-rotation to landscape right supported? - - - Gets and sets an array of booleans to enable Hue variation effect for each LOD. - - - Returns the best-possible wind quality on this asset (configured in SpeedTree modeler). - - - Returns true if an asynchronous build is still running. - - - Build the Navmesh. - - - Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally. - - - Is auto-rotation to landscape left supported? - - - Build the Navmesh Asyncronously. - - - Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder. - - - Clear all Navmeshes. - - - Cancel Navmesh construction. - - - Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute. - - - Allows to control the lightmapping job. - - - Context is the object that is the target of a menu command. - - - AssetImporter for importing Fonts. - - - Delegate which is called when bake job is completed. - - - An integer for passing custom information to a menu item. - - - Let the OS autorotate the screen as the device orientation changes. - - - Determines how a gizmo is drawn or picked in the Unity editor. - - - 32-bit Display Buffer is used. - - - Font size to use for importing the characters. - - - The lightmap baking workflow mode used. Iterative mode is default, but you can switch to on demand mode which bakes only when the user presses the bake button. - - - iOS Graphics API. - - - Use this to adjust which characters should be imported. - - - The DrawGizmo attribute allows you to supply a gizmo renderer for any Component. - - - If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. - - - An array of font names, to be used when includeFontData is set to false. - - - A custom set of characters to be included in the Font Texture. - - - The internal font name of the TTF file. - - - Stores and accesses Unity editor preferences. - - - .NET API compatibility level. - - - Returns true when the bake job is running, false otherwise (Read Only). - - - Should unused Mesh components be excluded from game build? - - - Sets the value of the preference identified by key as an integer. - - - Clears the cache used by lightmaps, reflection probes and default reflection. - - - Is the advanced version being used? - - - Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader). - - - Additional AOT compilation options. Shared by AOT platforms. - - - Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader). - - - Starts an asynchronous bake job. - - - Font rendering mode to use for this font. - - - Create an editable copy of the font asset at path. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - Sets the value of the preference identified by key. - - - Stars a synchronous bake job. - - - Accelerometer update frequency. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - Which rendering path is enabled? - - - Should Direct3D 11 be used when available? - - - Should player render in stereoscopic 3d on supported hardware? - - - Starts an asynchronous bake job for the selected objects. - - - Sets the value of the preference identified by key. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - Sets the value of the preference identified by key. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns true if key exists in the preferences. - - - Removes key and its corresponding value from the preferences. - - - Sets a PlayerSettings named int property. - - - Sets a PlayerSettings named int property. - - - Sets a PlayerSettings named int property. - - - Starts a synchronous bake job for the selected objects. - - - Returns a PlayerSettings named int property (with an optional build target it should apply to). - - - Removes all keys and values from the preferences. Use with caution. - - - Starts an asynchronous bake job, but only bakes light probes. - - - Returns a PlayerSettings named int property (with an optional build target it should apply to). - - - Starts a synchronous bake job, but only bakes light probes. - - - Searches for property and assigns it's value to given variable. - - - Searches for property and assigns it's value to given variable. - - - Cancels the currently running asynchronous bake job. - - - Sets a PlayerSettings named bool property. - - - Sets a PlayerSettings named bool property. - - - Sets a PlayerSettings named bool property. - - - Returns a PlayerSettings named bool property (with an optional build target it should apply to). - - - Returns a PlayerSettings named bool property (with an optional build target it should apply to). - - - Searches for property and assigns it's value to given variable. - - - Searches for property and assigns it's value to given variable. - - - Sets a PlayerSettings named string property. - - - Deletes all lightmap assets and makes all lights behave as if they weren't baked yet. - - - Sets a PlayerSettings named string property. - - - Sets a PlayerSettings named string property. - - - Returns a PlayerSettings named string property (with an optional build target it should apply to). - - - Returns a PlayerSettings named string property (with an optional build target it should apply to). - - - Helper class to access Unity documentation. - - - Searches for property and assigns it's value to given variable. - - - Searches for property and assigns it's value to given variable. - - - Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper. - - - Starts a synchronous bake job for the probe. - - - Returns whether or not the specified aspect ratio is enabled. - - - Enables the specified aspect ratio. - - - Is there a help page for this object? - - - Is there a help page for this object? - - - Returns the list of assigned icons for the specified platform. - - - Assign a list of icons for the specified platform. - - - Get how many chunks the terrain is divided into for GI baking. - - - Show help page for this object. - - - Returns a list of icon sizes for the specified platform. - - - Workflow mode for lightmap baking. Default is Iterative. - - - Show a help page. - - - Delegate used by Lightmapping.completed callback. - - - Open url in the default web browser. - - - Various settings for the bake. - - - Helper class for constructing displayable names for objects. - - - The maximum width of an individual lightmap texture. - - - Get user-specified symbols for script compilation for the given build target group. - - - Set user-specified symbols for script compilation for the given build target group. - - - Make a displayable name for a variable. - - - Inspector title for an object. - - - Class name of an object. - - - Xbox One Specific Player Settings. - - - Drag and drop title for an object. - - - The maximum height of an individual lightmap texture. - - - PS3 specific player settings. - - - Player Settings for the Playstation4. - - - Sets the name of an Object. - - - Visual indication mode for Drag & Drop operation. - - - Lightmap resolution in texels per world unit. Higher resolution may take a long time to bake. - - - Editor drag & drop operations. - - - Whether to use DXT1 compression on the generated lightmaps. - - - References to objects being dragged. - - - The file names being dragged. - - - Beyond this distance a ray is considered to be unoccluded. - - - The visual indication of the drag. - - - Texel separation between shapes. - - - Get or set ID of currently active drag and drop control. - - - Clears drag & drop data. - - - Start a drag operation. - - - Accept a drag operation. - - - Get data associated with current drag and drop operation. - - - Set data associated with current drag and drop operation. - - - Representation of Script assets. - - - Returns the System.Type object of the class implemented by this script. - - - Returns the MonoScript object containing specified MonoBehaviour. - - - Returns the MonoScript object containing specified ScriptableObject. - - - diff --git a/Game/Library/UnityAssemblies/UnityEngine.UI.dll b/Game/Library/UnityAssemblies/UnityEngine.UI.dll deleted file mode 100644 index f4e0ffe..0000000 Binary files a/Game/Library/UnityAssemblies/UnityEngine.UI.dll and /dev/null differ diff --git a/Game/Library/UnityAssemblies/UnityEngine.UI.xml b/Game/Library/UnityAssemblies/UnityEngine.UI.xml deleted file mode 100644 index 3c12b46..0000000 --- a/Game/Library/UnityAssemblies/UnityEngine.UI.xml +++ /dev/null @@ -1,8 +0,0 @@ - - - - UnityEngine.UI - - - - diff --git a/Game/Library/UnityAssemblies/UnityEngine.dll b/Game/Library/UnityAssemblies/UnityEngine.dll deleted file mode 100644 index 2a6359a..0000000 Binary files a/Game/Library/UnityAssemblies/UnityEngine.dll and /dev/null differ diff --git a/Game/Library/UnityAssemblies/UnityEngine.xml b/Game/Library/UnityAssemblies/UnityEngine.xml deleted file mode 100644 index b542d04..0000000 --- a/Game/Library/UnityAssemblies/UnityEngine.xml +++ /dev/null @@ -1,13178 +0,0 @@ - - - - UnityEngine - - - - Describes a contact point where the collision occurs. - - - The ContextMenu attribute allows you to add commands to the context menu. - - - Identifies a specific variant of a shader. - - - Makes a script execute in edit mode. - - - Asynchronous create request for an AssetBundle. - - - AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. - - - Asset object being loaded (Read Only). - - - The point of contact. - - - Normal of the contact point. - - - Asynchronous load request from an AssetBundle. - - - The first collider in contact at the point. - - - The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property). - - - Main asset that was supplied when building the asset bundle (Read Only). - - - Asset object being loaded (Read Only). - - - Asynchronously create an AssetBundle from a memory region. - - - Asset objects with sub assets being loaded. (Read Only) - - - Substance memory budget. - - - Synchronously create an AssetBundle from a memory region. - - - Makes a variable not show up in the inspector but be serialized. - - - Loads an asset bundle from a disk. - - - Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes. - - - Options for how to send a message. - - - Check if an AssetBundle contains a specific object. - - - ProceduralMaterial loading behavior. - - - Loads asset with name from the bundle. - - - Loads asset with name from the bundle. - - - Loads asset with name from the bundle. - - - Asynchronously loads asset with name from the bundle. - - - Asynchronously loads asset with name from the bundle. - - - Asynchronously loads asset with name from the bundle. - - - Loads asset and sub assets with name from the bundle. - - - Loads asset and sub assets with name from the bundle. - - - Loads asset and sub assets with name from the bundle. - - - Loads asset with sub assets with name from the bundle asynchronously. - - - Loads asset with sub assets with name from the bundle asynchronously. - - - Loads asset with sub assets with name from the bundle asynchronously. - - - The various primitives that can be created using the GameObject.CreatePrimitive function. - - - Color or depth buffer part of a RenderTexture. - - - Loads all assets contained in the asset bundle that inherit from type. - - - Loads all assets contained in the asset bundle that inherit from type. - - - Loads all assets contained in the asset bundle that inherit from type. - - - The type of a ProceduralProperty. - - - The other collider in contact at the point. - - - Loads all assets contained in the asset bundle asynchronously. - - - Loads all assets contained in the asset bundle asynchronously. - - - Loads all assets contained in the asset bundle asynchronously. - - - The type of generated image in a ProceduralMaterial. - - - The coordinate space in which to operate. - - - LayerMask allow you to display the LayerMask popup menu in the inspector. - - - Describes a ProceduralProperty. - - - Describes a collision. - - - Unloads all assets in the bundle. - - - The type of a Light. - - - The relative linear velocity of the two colliding objects (Read Only). - - - The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached. - - - Converts a layer mask value to an integer value. - - - How the Light is rendered. - - - Return all asset names in the AssetBundle. - - - Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. - - - Manifest for all the assetBundle in the build. - - - Shadow casting options for a Light. - - - Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tag Manager. - - - Get all the AssetBundles in the manifest. - - - Get all the AssetBundles with variant in the manifest. - - - Get the hash for the given AssetBundle. - - - Get the direct dependent AssetBundles for the given AssetBundle. - - - Get all the dependent AssetBundles for the given AssetBundle. - - - Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tag Manager. - - - Given a set of layer names as defined by either a Builtin or a User Layer in the Tag Manager, returns the equivalent layer mask for all of them. - - - The platform application is running. Returned by Application.platform. - - - The name of the ProceduralProperty. Used to get and set the values. - - - The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member. - - - The language the user's operating system is running in. Returned by Application.systemLanguage. - - - The name of the GUI group. Used to display ProceduralProperties in groups. - - - Fog mode to use. - - - The ProceduralPropertyType describes what type of property this is. - - - The type of the log message in the delegate registered with Application.RegisterLogCallback. - - - Access system information. - - - If true, the Float or Vector property is constrained to values within a specified range. - - - If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property. - - - If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property. - - - Specifies the step size of this Float or Vector property. Zero is no step. - - - Shadow projection type for Quality Settings. - - - Operating system name with version (Read Only). - - - Processor name (Read Only). - - - Number of processors present (Read Only). - - - Values for Camera.clearFlags, determining what to clear when rendering a Camera. - - - Amount of system memory present (Read Only). - - - Amount of video memory present (Read Only). - - - Depth texture generation mode for Camera. - - - The Collider we hit (Read Only). - - - Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices. - - - The available options for a ProceduralProperty of type Enum. - - - The names of the individual components of a Vector2/3/4 ProceduralProperty. - - - The Transform of the object we hit (Read Only). - - - The name of the graphics device (Read Only). - - - The vendor of the graphics device (Read Only). - - - The identifier code of the graphics device (Read Only). - - - The identifier code of the graphics device vendor (Read Only). - - - The graphics API version supported by the graphics device (Read Only). - - - Graphics device shader capability level (Read Only). - - - Is graphics device using multi-threaded rendering (Read Only)? - - - Are built-in shadows supported? (Read Only) - - - Class for ProceduralMaterial handling. - - - Are render textures supported? (Read Only) - - - Anisotropic filtering mode. - - - Are cubemap render textures supported? (Read Only) - - - The GameObject whose collider we are colliding with. (Read Only). - - - Are image effects supported? (Read Only) - - - Set or get the Procedural cache budget. - - - Are 3D (volume) textures supported? (Read Only) - - - Are compute shaders supported? (Read Only) - - - Set or get the update rate in millisecond of the animated substance. - - - Holds data for a single application crash event and provides access to all gathered crash reports. - - - Is GPU draw call instancing supported? (Read Only) - - - Are sparse textures supported? (Read Only) - - - The contact points generated by the physics engine. - - - How many simultaneous render targets (MRTs) are supported? (Read Only) - - - Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt. - - - Is the stencil buffer supported? (Read Only) - - - Blend weights. - - - What NPOT (ie, non-power of two resolution) support does the GPU provide? (Read Only) - - - A unique device identifier. It is guaranteed to be unique for every device (Read Only). - - - Time, when the crash occured. - - - The user defined name of the device (Read Only). - - - Topology of Mesh faces. - - - The model of the device (Read Only). - - - The maximum number of bones affecting a single vertex. - - - Is an accelerometer available on the device? - - - CollisionFlags is a bitmask returned by CharacterController.Move. - - - Crash report data as formatted text. - - - Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors). - - - Is a gyroscope available on the device? - - - Should the ProceduralMaterial be generated at load time? - - - ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it. - - - Returns all currently available reports in a new array. - - - Valid color spaces. - - - Is the device capable of reporting its location? - - - Get ProceduralMaterial loading behavior. - - - Describes screen orientation. - - - Is the device capable of providing the user haptic feedback by vibration? - - - Check if ProceduralMaterials are supported on the current platform. - - - Returns the kind of device the application is running on. - - - Used to specify the Substance engine CPU usage. - - - Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures). - - - Is render texture format supported? - - - Returns last crash report, or null if no reports are available. - - - The controller that hit the collider. - - - Set or get the "Readable" flag for a ProceduralMaterial. - - - Is texture format supported on this device? - - - Filtering mode for textures. Corresponds to the settings in a texture inspector. - - - Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has. - - - The collider that was hit by the controller. - - - Checks if the ProceduralMaterial has a ProceduralProperty of a given name. - - - Get a named Procedural boolean property. - - - Remove all reports from available reports list. - - - Set a named Procedural boolean property. - - - Wrap mode for textures. - - - Get a named Procedural float property. - - - Suspends the coroutine execution for the given amount of seconds. - - - NPOT textures support. - - - Remove report from available reports list. - - - The rigidbody that was hit by the controller. - - - Format used when creating textures from scripts. - - - The game object that was hit by the controller. - - - Set a named Procedural float property. - - - How should the custom cursor be rendered. - - - Waits until next fixed frame rate update function. See Also: FixedUpdate. - - - Get a named Procedural vector property. - - - The transform that was hit by the controller. - - - - - - The impact point in world space. - - - The normal of the surface we collided with in world space. - - - Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen. - - - How the cursor should behave. - - - The direction the CharacterController was moving in when the collision occured. - - - How far the character has travelled until it hit the collider. - - - Format of a RenderTexture. - - - Color space conversion mode of a RenderTexture. - - - Cursor API for setting the cursor that is used for rendering. - - - 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. - - - sRGB reads and writes to this render texture. - - - Should the cursor be visible? - - - Set a named Procedural vector property. - - - Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store. - - - Get a named Procedural color property. - - - How should the cursor be handled? - - - How the material should interact with lightmaps and lightprobes. - - - Change the mouse cursor to the set texture OnMouseEnter. - - - A class you can derive from if you want to create objects that don't need to be attached to game objects. - - - Creates an instance of a scriptable object with className. - - - Creates an instance of a scriptable object with className. - - - Creates an instance of a scriptable object with className. - - - OcclusionArea is an area in which occlusion culling is performed. - - - A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. - - - Center of the occlusion area relative to the transform. - - - Size that the occlusion area will have. - - - Set a named Procedural color property. - - - Get a named Procedural enum property. - - - The portal for dynamically changing occlusion at runtime. - - - Was the CharacterController touching the ground during the last move? - - - Gets / sets the portal's open state. - - - The current relative velocity of the Character (see notes). - - - Set a named Procedural enum property. - - - Get a named Procedural texture property. - - - The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light. - - - Set a named Procedural texture property. - - - What part of the capsule collided with the environment during the last CharacterController.Move call. - - - Priority of a thread. - - - Checks if a named ProceduralProperty is cached for efficient runtime tweaking. - - - Is fog enabled? - - - Controls the Profiler from script. - - - Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking. - - - Fog mode to use. - - - Clear the Procedural cache. - - - The color of the fog. - - - Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures. - - - The density of the exponential fog. - - - Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures. - - - The starting distance of linear fog. - - - Discard all the queued ProceduralMaterial rendering operations that have not started yet. - - - Get generated textures. - - - The ending distance of linear fog. - - - Sets profiler output file in built players. - - - Ambient lighting mode. - - - This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name. - - - The radius of the character's capsule. - - - Ambient lighting coming from above. - - - Ambient lighting coming from the sides. - - - Ambient lighting coming from below. - - - Sets profiler output file in built players. - - - Flat ambient lighting color. - - - Enables the Profiler. - - - How much the light from the Ambient Source affects the scene. - - - Heap size used by the program. - - - Custom or skybox ambient lighting data. - - - Displays the recorded profiledata in the profiler. - - - Class for ProceduralTexture handling. - - - How much the skybox / custom cubemap reflection affects the scene. - - - Begin profiling a piece of code with a custom label. - - - Begin profiling a piece of code with a custom label. - - - Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel. - - - End profiling a piece of code with a custom label. - - - The format of the pixel data in the texture (Read Only). - - - The height of the character's capsule. - - - The output type of this ProceduralTexture. - - - Returns the runtime memory usage of the resource. - - - Grab pixel values from a ProceduralTexture. - - - Returns the size of the mono heap. - - - The center of the character's capsule relative to the transform's position. - - - Returns the used size from mono. - - - How many times reflection reflects another reflection, for ex., if you set 1 bounce, a reflection will not reflect another reflection, and will show black. - - - Size of the Light halos. - - - The intensity of all flares in the scene. - - - The fade speed of all flares in the scene. - - - Raw interface to Unity's drawing functions. - - - The global skybox to use. - - - How a Sprite's graphic rectangle is aligned with its pivot point. - - - Currently active color buffer (Read Only). - - - Default reflection mode. - - - Cubemap resolution for default reflection. - - - Sprite packing modes for the Sprite Packer. - - - Custom specular reflection cubemap. - - - Sprite rotation modes for the Sprite Packer. - - - Currently active depth/stencil buffer (Read Only). - - - The character controllers slope limit in degrees. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Script interface for Quality Settings. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - The indexed list of available Quality Settings. - - - The character controllers step offset in meters. - - - The maximum number of pixel lights that should affect any object. - - - Draw a mesh immediately. - - - Draw a mesh immediately. - - - Draw a mesh immediately. - - - Draw a mesh immediately. - - - Defines the type of mesh generated for a sprite. - - - Directional light shadow projection. - - - Number of cascades to use for directional light shadows. - - - Shadow drawing distance. - - - The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero. - - - 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. - - - Represents a Sprite object for use in 2D gameplay. - - - A texture size limit applied to all textures. - - - Global anisotropic filtering mode. - - - Global multiplier for the LOD's switching distance. - - - A maximum LOD level. All LOD groups. - - - Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled). - - - Budget for how many ray casts can be performed per frame for approximate collision testing. - - - Use a two-pass shader for the vegetation in the terrain engine. - - - Enables realtime reflection probes. - - - If enabled, billboards will face towards camera position rather than camera orientation. - - - Moves the character with speed. - - - Maximum number of frames queued up by graphics driver. - - - Bounds of the Sprite, specified by its center and extents in world space units. - - - The VSync Count. - - - Location of the Sprite on the original Texture, specified in pixels. - - - Set The AA Filtering option. - - - Desired color space. - - - The number of pixels in the sprite that correspond to one unit in world space. (Read Only) - - - Draws a fully procedural geometry on the GPU. - - - Draws a fully procedural geometry on the GPU. - - - Active color space. - - - Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite. - - - Blend weights. - - - Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas. - - - A more complex move function taking absolute movement deltas. - - - Returns the current graphics quality level. - - - 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. - - - Draws a fully procedural geometry on the GPU. - - - Draws a fully procedural geometry on the GPU. - - - Returns true if this Sprite is packed in an atlas. - - - 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. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Draw a texture in screen coordinates. - - - Distance a vertex is allowed to travel from the skinned mesh vertex position. - - - Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. - - - Sets a new graphics quality level. - - - Sets a new graphics quality level. - - - Increase the current quality level. - - - Increase the current quality level. - - - Decrease the current quality level. - - - Decrease the current quality level. - - - Compression Quality. - - - Execute a command buffer. - - - Copies source texture into destination render texture with a shader. - - - Copies source texture into destination render texture with a shader. - - - Copies source texture into destination render texture with a shader. - - - Copies source texture into destination render texture with a shader. - - - Copies source texture into destination render texture with a shader. - - - A class to access the Mesh of the mesh filter. - - - Copies source texture into destination, for multi-tap shader. - - - If Sprite is packed (see Sprite.packed), returns its SpritePackingMode. - - - If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation. - - - A pair of SphereColliders used to define shapes for Cloth objects to collide against. - - - Set random write target for DX11 pixel shaders. - - - Set random write target for DX11 pixel shaders. - - - Location of the Sprite's center point in the Rect on the original Texture, specified in pixels. - - - Clear random write targets for DX11 pixel shaders. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Draw a mesh. - - - Returns the border sizes of the sprite. - - - Returns a copy of the array containing sprite mesh vertex positions. - - - The first SphereCollider of a ClothSphereColliderPair. - - - Returns the instantiated Mesh assigned to the mesh filter. - - - The second SphereCollider of a ClothSphereColliderPair. - - - Returns the shared mesh of the mesh filter. - - - Returns a copy of the array containing sprite mesh triangles. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - Sets current render target. - - - The Cloth class provides an interface to cloth simulation physics. - - - Struct used to describe meshes to be combined using Mesh.CombineMeshes. - - - The base texture coordinates of the sprite mesh. - - - Create a new Sprite object. - - - Create a new Sprite object. - - - Create a new Sprite object. - - - Create a new Sprite object. - - - Create a new Sprite object. - - - Sets up new Sprite geometry. - - - Represents a display resolution. - - - - - - Renders a Sprite for 2D graphics. - - - Cloth's sleep threshold. - - - The Sprite to render. - - - Resolution width in pixels. - - - Rendering color for the Sprite graphic. - - - Submesh index of the mesh. - - - Bending stiffness of the cloth. - - - Resolution height in pixels. - - - Resolution's vertical refresh rate in Hz. - - - Stretching stiffness of the cloth. - - - Matrix to transform the mesh with before combining. - - - Data of a lightmap. - - - A class that allows creating or modifying meshes from scripts. - - - Represent the hash value. - - - Returns state of the Read/Write Enabled checkbox when model was imported. - - - Convert Hash128 to string. - - - Damp cloth motion. - - - Lightmap storing the full incoming light. - - - Lightmap storing only the indirect incoming light. - - - Convert the input string to Hash128. - - - A constant, external acceleration applied to the cloth. - - - Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy - - - Simple access to web pages. - - - Returns a copy of the vertex positions or assigns a new vertex positions array. - - - The normals of the mesh. - - - The tangents of the mesh. - - - A random, external acceleration applied to the cloth. - - - Dictionary of headers returned by the request. - - - The base texture coordinates of the mesh. - - - Returns the contents of the fetched web page as a string (Read Only). - - - Stores light probes for the scene. - - - Positions of the baked light probes (Read Only). - - - Returns the contents of the fetched web page as a byte array (Read Only). - - - The second texture coordinate set of the mesh, if present. - - - Coefficients of baked light probes. - - - Returns an error message if there was an error during the download (Read Only). - - - The number of light probes (Read Only). - - - The third texture coordinate set of the mesh, if present. - - - Should gravity affect the cloth simulation? - - - Is this cloth enabled? - - - The fourth texture coordinate set of the mesh, if present. - - - Returns a Texture2D generated from the downloaded data (Read Only). - - - Returns a non-readable Texture2D generated from the downloaded data (Read Only). - - - The number of cells space is divided into (Read Only). - - - Returns a AudioClip generated from the downloaded data (Read Only). - - - Returns a MovieTexture generated from the downloaded data (Read Only). - - - Is the download already finished? (Read Only) - - - The current vertex positions of the cloth object. - - - Returns an interpolated probe for the given position for both realtime and baked light probes combined. - - - The current normals of the cloth object. - - - The bounding volume of the mesh. - - - Vertex colors of the mesh. - - - Vertex colors of the mesh. - - - Stores lightmaps of the scene. - - - How far has the download progressed (Read Only). - - - Lightmap array. - - - How far has the upload progressed (Read Only). - - - The number of bytes downloaded by this WWW query (read only). - - - An array containing all triangles in the mesh. - - - UnderlyingModel.MemDoc.MemDocModel - - - Single, Dual or Directional lightmaps rendering mode. - - - Load an Ogg Vorbis file into the audio clip. - - - Color space of the lightmap. - - - The URL of this WWW request (Read Only). - - - The friction of the cloth when colliding with the character. - - - Streams an AssetBundle that can contain any kind of asset from the project folder. - - - Holds all data needed by the light probes. - - - How much to increase mass of colliding particles. - - - Utility class for common geometric functions. - - - Returns the number of vertices in the mesh (Read Only). - - - The number of submeshes. Every material has a separate triangle list. - - - Calculates frustum planes. - - - Calculates frustum planes. - - - Priority of AssetBundle decompression thread. - - - Enable continuous collision to improve collision stability. - - - Add one virtual particle per triangle to improve collision stability. - - - Disposes of an existing WWW object. - - - The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. - - - The bone weights of each vertex. - - - The bind poses. The bind pose at each index refers to the bone with the same index. - - - How much world-space movement of the character will affect cloth vertices. - - - Escapes characters in a string to ensure they are URL-friendly. - - - Escapes characters in a string to ensure they are URL-friendly. - - - How much world-space acceleration of the character will affect cloth vertices. - - - Returns true if bounds are inside the plane array. - - - Converts URL-friendly escape sequences back to normal text. - - - Converts URL-friendly escape sequences back to normal text. - - - Access to display information. - - - Returns an AudioClip generated from the downloaded data (Read Only). - - - Returns an AudioClip generated from the downloaded data (Read Only). - - - Returns an AudioClip generated from the downloaded data (Read Only). - - - Number of solver iterations per second. - - - Returns BlendShape count on this mesh. - - - Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). - - - All fullscreen resolutions supported by the monitor (Read Only). - - - Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). - - - Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only). - - - Should the cursor be visible? - - - Clears all vertex data and all triangle indices. - - - Clears all vertex data and all triangle indices. - - - An array of CapsuleColliders which this Cloth instance should collide with. - - - An array of ClothSphereColliderPairs which this Cloth instance should collide with. - - - Replaces the contents of an existing Texture2D with an image from the downloaded data. - - - Recalculate the bounding volume of the mesh from the vertices. - - - Clear the pending transform changes from affecting the cloth simulation. - - - Loads the new web player data file. - - - Fade the cloth simulation in or out. - - - Fade the cloth simulation in or out. - - - Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. - - - Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. - - - Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. - - - Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage. - - - Should the cursor be locked? - - - The current screen resolution (Read Only). - - - Helper class to generate form data to post to web servers using the WWW class. - - - Global settings and helpers for 2D physics. - - - The current width of the screen window in pixels (Read Only). - - - The current height of the screen window in pixels (Read Only). - - - The current DPI of the screen / device (Read Only). - - - Is the game running fullscreen? - - - Allow auto-rotation to portrait? - - - (Read Only) Returns the correct request headers for posting the form using the WWW class. - - - Allow auto-rotation to portrait, upside down? - - - (Read Only) The raw data to pass as the POST request body when sending the form. - - - Allow auto-rotation to landscape left? - - - Allow auto-rotation to landscape right? - - - Add a simple field to the form. - - - Add a simple field to the form. - - - Add a simple field to the form. - - - Specifies logical orientation of the screen. - - - A power saving setting, allowing the screen to dim some time after the last active user interaction. - - - Recalculates the normals of the mesh from the triangles and vertices. - - - Switches the screen resolution. - - - Add binary data to the form. - - - The number of iterations of the physics solver when considering objects' velocities. - - - Add binary data to the form. - - - Switches the screen resolution. - - - Add binary data to the form. - - - Optimizes the mesh for display. - - - Constants for special values of Screen.sleepTimeout. - - - The number of iterations of the physics solver when considering objects' positions. - - - Low-level graphics library. - - - Returns the triangle list for the submesh. - - - Acceleration due to gravity. - - - Sets the triangle list for the submesh. - - - Do raycasts detect Colliders configured as triggers? - - - Returns the index buffer for the submesh. - - - The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload. - - - The number of currently unused bytes in the cache. - - - The total number of bytes that can potentially be allocated for caching. - - - Sets the index buffer for the submesh. - - - Used disk space in bytes. - - - Gets the topology of a submesh. - - - The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. - - - Is Caching enabled? - - - Do ray/line casts that start inside a collider(s) detect those collider(s)? - - - Is caching ready? - - - The current modelview matrix. - - - Should rendering be done in wireframe? - - - (This is a WebPlayer-only function). - - - (This is a WebPlayer-only function). - - - (This is a WebPlayer-only function). - - - (This is a WebPlayer-only function). - - - Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not. - - - Select whether to invert the backface culling (true) or not (false). - - - Combines several meshes into this mesh. - - - Delete all AssetBundle content that has been cached by the current application. - - - Combines several meshes into this mesh. - - - Combines several meshes into this mesh. - - - Submit a vertex. - - - Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. - - - Checks if an AssetBundle is cached. - - - Checks if an AssetBundle is cached. - - - Submit a vertex. - - - Sets current vertex color. - - - Any collisions with a relative linear velocity below this threshold will be treated as inelastic. - - - 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. - - - Optimize mesh for frequent updates. - - - Sets current texture coordinate (x,y) for the actual texture unit. - - - Sets current texture coordinate (x,y,z) to the actual texture unit. - - - Bumps the timestamp of a cached file to be the current time. - - - Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit. - - - Bumps the timestamp of a cached file to be the current time. - - - Begin drawing 3D primitives. - - - Upload previously done mesh modifications to the graphics API. - - - End drawing 3D primitives. - - - Helper function to set up an ortho perspective transform. - - - Asynchronous operation coroutine. - - - Setup a matrix for pixel-correct rendering. - - - Setup a matrix for pixel-correct rendering. - - - Has the operation finished? (Read Only) - - - What's the operation's progress. (Read Only) - - - The maximum linear position correction used when solving constraints. This helps to prevent overshoot. - - - Priority lets you tweak in which order async operation calls will be performed. - - - Set the rendering viewport. - - - The maximum angular position correction used when solving constraints. This helps to prevent overshoot. - - - Returns name of BlendShape by given index. - - - Load an arbitrary matrix to the current projection matrix. - - - The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. - - - Allow scenes to be activated as soon as it is ready. - - - Skinning bone weights of a vertex in the mesh. - - - Load the identity matrix to the current modelview matrix. - - - Describes network reachability options. - - - Skinning weight for first bone. - - - The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. - - - Access to application run-time data. - - - 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. - - - Skinning weight for second bone. - - - Multiplies the current modelview matrix with the one specified. - - - Skinning weight for third bone. - - - Saves both projection and modelview matrices to the matrix stack. - - - Restores both projection and modelview matrices off the top of the matrix stack. - - - The level index that was last loaded (Read Only). - - - The name of the level that was last loaded (Read Only). - - - The scale factor that controls how fast overlaps are resolved. - - - Is some level being loaded? (Read Only) - - - Generic access to the Social API. - - - The total number of levels available (Read Only). - - - The local user (potentially not logged in). - - - Skinning weight for fourth bone. - - - Load the user profiles accociated with the given array of user IDs. - - - The scale factor that controls how fast TOI overlaps are resolved. - - - Reports the progress of an achievement. - - - The time in seconds that a rigid-body must be still before it will go to sleep. - - - A rigid-body cannot sleep if its linear velocity is above this tolerance. - - - A rigid-body cannot sleep if its angular velocity is above this tolerance. - - - Loads the achievement descriptions accociated with this application. - - - Load the achievements the logged in user has already achieved or reported progress on. - - - Report a score to a specific leaderboard. - - - Index of first bone. - - - Load a default set of scores from the given leaderboard. - - - Makes the collision detection system ignore all collisions/triggers between collider1 and collider2. - - - Makes the collision detection system ignore all collisions/triggers between collider1 and collider2. - - - Create an ILeaderboard instance. - - - Create an IAchievement instance. - - - Show a default/system view of the games achievements. - - - Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. - - - Compute GPU projection matrix from camera's projection matrix. - - - Show a default/system view of the games leaderboards. - - - Base class to derive custom property attributes from. Use this to create custom attributes for script variables. - - - Optional field to specify the order that multiple DecorationDrawers should be drawn in. - - - Use this attribute to add a context menu to a field that calls a named method. - - - Index of second bone. - - - Clear the current render buffer. - - - Clear the current render buffer. - - - The name of the context menu item. - - - Index of third bone. - - - The name of the function that should be called. - - - Clear the current render buffer with camera's skybox. - - - Choose whether to detect or ignore collisions between a specified pair of layers. - - - Choose whether to detect or ignore collisions between a specified pair of layers. - - - Invalidate the internally cached renderstates. - - - Specify a tooltip for a field. - - - Send a user-defined event to a native code plugin. - - - Index of fourth bone. - - - The tooltip text. - - - Renders meshes inserted by the MeshFilter or TextMesh. - - - Use this PropertyAttribute to add some spacing in the Inspector. - - - The spacing in pixels. - - - The Skinned Mesh filter. - - - Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer. - - - Should collisions between the specified layers be ignored? - - - The bones used to skin the mesh. - - - The maximum number of bones affecting a single vertex. - - - The mesh used for skinning. - - - StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching. - - - Use this PropertyAttribute to add a header above some fields in the Inspector. - - - If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations. - - - Combine will prepare all children of the staticBatchRoot for static batching. - - - Combine will prepare all children of the staticBatchRoot for static batching. - - - Check whether collider1 is touching collider2 or not. - - - AABB of this Skinned Mesh in its local space. - - - Creates a snapshot of SkinnedMeshRenderer and stores it in mesh. - - - How many bytes have we downloaded from the main unity web stream (Read Only). - - - Returns weight of BlendShape on this renderer. - - - Returns true when in any kind of player (Read Only). - - - Sets weight of BlendShape on this renderer. - - - When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering. - - - A flare asset. Read more about flares in the components reference. - - - Checks whether the collider is touching any colliders on the specified layerMask or not. - - - Checks whether the collider is touching any colliders on the specified layerMask or not. - - - Are we running inside the Unity editor? (Read Only) - - - Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry. - - - Are we running inside a web player? (Read Only) - - - Returns the platform the game is running (Read Only). - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Is the current Runtime platform a known mobile platform. - - - Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes. - - - The header text. - - - Attribute used to make a float or int variable in a script be restricted to a specific range. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Attribute to make a string be edited with a multi-line textfield. - - - Is the current Runtime platform a known console platform. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Casts a line against colliders in the scene. - - - Script interface for a Lens flare component. - - - Should the player be running when the application is in the background? - - - Contains the path to the game data folder (Read Only). - - - Contains the path to the StreamingAssets folder (Read Only). - - - Casts a ray against colliders in the scene. - - - Casts a ray against colliders in the scene. - - - Casts a ray against colliders in the scene. - - - Casts a ray against colliders in the scene. - - - Casts a ray against colliders in the scene. - - - Contains the path to a persistent data directory (Read Only). - - - Width of the texture in pixels. (Read Only) - - - Contains the path to a temporary data / cache directory (Read Only). - - - The path to the web player data file relative to the html file (Read Only). - - - The flare asset to use. - - - The absolute path to the web player data file (Read Only). - - - The absolute path to the web player data file (Read Only). - - - The version of the Unity runtime used to play the content. - - - 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. - - - Returns application version number (Read Only). - - - The strength of the flare. - - - Returns application bundle identifier at runtime. - - - The fade speed of the flare. - - - Casts a ray against colliders in the scene, returning all colliders that contact with it. - - - Casts a ray against colliders in the scene, returning all colliders that contact with it. - - - Casts a ray against colliders in the scene, returning all colliders that contact with it. - - - Casts a ray against colliders in the scene, returning all colliders that contact with it. - - - Casts a ray against colliders in the scene, returning all colliders that contact with it. - - - Returns application install mode (Read Only). - - - The color of the flare. - - - Returns application running in sandbox (Read Only). - - - The maximum amount of lines the text area can show before it starts using a scrollbar. - - - Returns application product name (Read Only). - - - Return application company name (Read Only). - - - A unique cloud project identifier. It is unique for every project (Read Only). - - - Indicates whether Unity's webplayer security model is enabled. - - - Instructs game to try to render at a specified frame rate. - - - Height of the texture in pixels. (Read Only) - - - Allow an runtime class method to be initialized when Unity game loads runtime without action from the user. - - - The language the user's operating system is running in. - - - Priority of background loading thread. - - - Casts a ray into the scene. - - - Casts a ray into the scene. - - - Casts a ray into the scene. - - - Casts a ray into the scene. - - - Casts a ray into the scene. - - - Returns the type of Internet reachability currently possible on the device. - - - Filtering mode of the texture. - - - Returns false if application is altered in any way after it was built. - - - Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking. - - - Returns true if application integrity can be confirmed. - - - General functionality for all renderers. - - - 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. - - - Quits the player application. - - - Has this renderer been statically batched with any other renderers? - - - 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. - - - Cancels quitting the application. This is useful for showing a splash screen at the end of a game. - - - Anisotropic filtering level of the texture. - - - Matrix that transforms a point from world space into local space (Read Only). - - - Called on the first Update frame when a statemachine evaluate this state. - - - Matrix that transforms a point from local space into world space (Read Only). - - - Casts a circle against colliders in the scene, returning the first collider to contact with it. - - - Called at each Update frame except for the first and last frame. - - - Casts a circle against colliders in the scene, returning the first collider to contact with it. - - - Casts a circle against colliders in the scene, returning the first collider to contact with it. - - - Casts a circle against colliders in the scene, returning the first collider to contact with it. - - - Casts a circle against colliders in the scene, returning the first collider to contact with it. - - - Loads the level by its name or index. - - - Called on the last update frame when a statemachine evaluate this state. - - - Makes the rendered 3D object visible if enabled. - - - Loads the level by its name or index. - - - Called right after MonoBehaviour.OnAnimatorMove. - - - Does this object cast shadows? - - - Loads the level asynchronously in the background. - - - Loads the level asynchronously in the background. - - - Called right after MonoBehaviour.OnAnimatorIK. - - - Does this object receive shadows? - - - Loads the level additively and asynchronously in the background. - - - Loads the level additively and asynchronously in the background. - - - Called on the first Update frame when a transition from a state from another statemachine transition to one of this statemachine's state. - - - Loads a level additively. - - - Loads a level additively. - - - Called on the last Update frame when one of the statemachine's state is transitionning toward another state in another state machine. - - - Returns the first instantiated Material assigned to the renderer. - - - The shared material of this object. - - - Wrap mode (Repeat or Clamp) of the texture. - - - Returns all the instantiated materials of this object. - - - All the shared materials of this object. - - - Casts a circle against colliders in the scene, returning all colliders that contact with it. - - - Casts a circle against colliders in the scene, returning all colliders that contact with it. - - - Casts a circle against colliders in the scene, returning all colliders that contact with it. - - - The bounding volume of the renderer (Read Only). - - - Casts a circle against colliders in the scene, returning all colliders that contact with it. - - - Casts a circle against colliders in the scene, returning all colliders that contact with it. - - - The index of the baked lightmap applied to this renderer. - - - A struct that stores the settings for TextGeneration. - - - The index of the realtime lightmap applied to this renderer. - - - Casts a circle into the scene, returning colliders that contact with it into the provided results array. - - - Casts a circle into the scene, returning colliders that contact with it into the provided results array. - - - Casts a circle into the scene, returning colliders that contact with it into the provided results array. - - - Casts a circle into the scene, returning colliders that contact with it into the provided results array. - - - Casts a circle into the scene, returning colliders that contact with it into the provided results array. - - - The UV scale & offset used for a lightmap. - - - How far has the download progressed? [0...1]. - - - How far has the download progressed? [0...1]. - - - The UV scale & offset used for a realtime lightmap. - - - Casts a box against colliders in the scene, returning the first collider to contact with it. - - - Casts a box against colliders in the scene, returning the first collider to contact with it. - - - Casts a box against colliders in the scene, returning the first collider to contact with it. - - - Casts a box against colliders in the scene, returning the first collider to contact with it. - - - Casts a box against colliders in the scene, returning the first collider to contact with it. - - - Is this renderer visible in any camera? (Read Only) - - - Can the streamed level be loaded? - - - Can the streamed level be loaded? - - - Should light probes be used for this Renderer? - - - Captures a screenshot at path filename as a PNG file. - - - Casts a box against colliders in the scene, returning all colliders that contact with it. - - - Captures a screenshot at path filename as a PNG file. - - - Casts a box against colliders in the scene, returning all colliders that contact with it. - - - Casts a box against colliders in the scene, returning all colliders that contact with it. - - - Casts a box against colliders in the scene, returning all colliders that contact with it. - - - Casts a box against colliders in the scene, returning all colliders that contact with it. - - - Is Unity activated with the Pro license? - - - If set, Renderer will use this Transform's position to find the light or reflection probe. - - - Font to use for generation. - - - Should reflection probes be used for this Renderer? - - - Calls a function in the containing web page (Web Player only). - - - The base color for the text generation. - - - Name of the Renderer's sorting layer. - - - Evaluates script snippet in the containing web page (Web Player only). - - - Mip map bias of the texture. - - - Unique ID of the Renderer's sorting layer. - - - Opens the url in a browser. - - - Font size. - - - Renderer's order within a sorting layer. - - - Request authorization to use the webcam or microphone in the Web Player. - - - Lets you add per-renderer material parameters without duplicating a material. - - - Check if the user has authorized use of the webcam or microphone in the Web Player. - - - Casts a box into the scene, returning colliders that contact with it into the provided results array. - - - Casts a box into the scene, returning colliders that contact with it into the provided results array. - - - Casts a box into the scene, returning colliders that contact with it into the provided results array. - - - Casts a box into the scene, returning colliders that contact with it into the provided results array. - - - Casts a box into the scene, returning colliders that contact with it into the provided results array. - - - Get per-renderer material property block. - - - Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged. - - - Sets Anisotropic limits. - - - Cast a 3D ray against the colliders in the scene returning the first collider along the ray. - - - Cast a 3D ray against the colliders in the scene returning the first collider along the ray. - - - Cast a 3D ray against the colliders in the scene returning the first collider along the ray. - - - 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 line spacing multiplier. - - - Retrieve native ('hardware') pointer to a texture. - - - A script interface for a projector component. - - - Allow rich text markup in generation. - - - Retrieve native ('hardware') handle to a texture. - - - Constants to pass to Application.RequestUserAuthorization. - - - Class for texture handling. - - - Application installation mode (Read Only). - - - Font style. - - - Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. - - - Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. - - - Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. - - - The near clipping plane distance. - - - How many mipmap levels are in this texture (Read Only). - - - The far clipping plane distance. - - - Application sandbox type. - - - The field of view of the projection in degrees. - - - The aspect ratio of the projection. - - - How is the generated text anchored. - - - The format of the pixel data in the texture (Read Only). - - - Should the text be resized to fit the configured bounds? - - - Behaviours are Components that can be enabled or disabled. - - - Projection's half-size when in orthographic mode. - - - Is the projection orthographic (true) or perspective (false)? - - - Projection's half-size when in orthographic mode. - - - Which object layers are ignored by the projector. - - - Get a small texture with all white pixels. - - - The material that will be projected onto every object. - - - Enabled Behaviours are Updated, disabled Behaviours are not. - - - Get a small texture with all black pixels. - - - Has the Behaviour had enabled called. - - - Cast a 3D ray against the colliders in the scene returning the colliders along the ray. - - - Cast a 3D ray against the colliders in the scene returning the colliders along the ray. - - - Cast a 3D ray against the colliders in the scene returning the colliders along the ray. - - - Minimum size for resized text. - - - Check if a collider overlaps a point in space. - - - Check if a collider overlaps a point in space. - - - Check if a collider overlaps a point in space. - - - Check if a collider overlaps a point in space. - - - Maximum size for resized text. - - - Get a list of all colliders that overlap a point in space. - - - Get a list of all colliders that overlap a point in space. - - - Get a list of all colliders that overlap a point in space. - - - Should the text generator update the bounds from the generated text. - - - Get a list of all colliders that overlap a point in space. - - - A script interface for the skybox component. - - - Get a list of all colliders that overlap a point in space. - - - Get a list of all colliders that overlap a point in space. - - - Get a list of all colliders that overlap a point in space. - - - Get a list of all colliders that overlap a point in space. - - - What happens to text when it reaches the bottom generation bounds. - - - What happens to text when it reaches the horizontal generation bounds. - - - Creates Unity Texture on top of already inited native texture object. - - - Extents that the generator will attempt to fit the text in. - - - The material used by the skybox. - - - Generated vertices are offset by the pivot. - - - Continue to generate characters even if the text runs out of bounds. - - - Updates Unity Texture to use different native texture object. - - - Check if a collider falls within a circular area. - - - Check if a collider falls within a circular area. - - - Check if a collider falls within a circular area. - - - Check if a collider falls within a circular area. - - - Sets pixel color at coordinates (x,y). - - - Rendering path of a Camera. - - - The trail renderer is used to make trails behind objects in the scene as they move about. - - - Returns pixel color at coordinates (x, y). - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - 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. - - - Version of Unity API. - - - Transparent object sorting mode of a Camera. - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - Get a list of all colliders that fall within a circular area. - - - Returns filtered pixel color at normalized coordinates (u, v). - - - Check if a collider falls within a rectangular area. - - - A Camera is a device through which the player views the world. - - - AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object. - - - Check if a collider falls within a rectangular area. - - - How long does the trail take to fade out. - - - Check if a collider falls within a rectangular area. - - - Check if a collider falls within a rectangular area. - - - The width of the trail at the spawning point. - - - The width of the trail at the end of the trail. - - - Does the GameObject of this trail renderer auto destructs? - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - Event that is fired before any camera starts culling. - - - Event that is fired before any camera starts rendering. - - - Gradient used for animating colors. - - - Get a list of all colliders that fall within a rectangular area. - - - Get a list of all colliders that fall within a rectangular area. - - - Get a list of all colliders that fall within a rectangular area. - - - Get a list of all colliders that fall within a rectangular area. - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - Set a block of pixel colors. - - - The line renderer is used to draw free-floating lines in 3D space. - - - All color keys defined in the gradient. - - - Event that is fired after any camera finishes rendering. - - - If enabled, the lines are defined in world space. - - - All alpha keys defined in the gradient. - - - Loads PNG/JPG image byte array into a texture. - - - Get a list of all colliders that fall within a specified area. - - - Get a list of all colliders that fall within a specified area. - - - Get a list of all colliders that fall within a specified area. - - - Get a list of all colliders that fall within a specified area. - - - Calculate color at a given time. - - - Set the line width at the start and at the end. - - - Set the line color at the start and at the end. - - - Setup Gradient with an array of color keys and alpha keys. - - - Set the number of line segments. - - - The field of view of the camera in degrees. - - - The near clipping plane distance. - - - Information returned about an object detected by a raycast in 2D physics. - - - Fills texture pixels with raw preformatted data. - - - Set the position of the vertex in the line. - - - Scaling mode to draw textures with. - - - The far clipping plane distance. - - - The GUI class is the interface for Unity's GUI with manual positioning. - - - The centroid of the primitive used to perform the cast. - - - Get a block of pixel colors. - - - Get a block of pixel colors. - - - Get a block of pixel colors. - - - Get a block of pixel colors. - - - The global skin to use. - - - Rendering path. - - - A block of material values to apply. - - - Get a block of pixel colors in Color32 format. - - - Get a block of pixel colors in Color32 format. - - - The point in world space where the ray hit the collider's surface. - - - The normal vector of the surface hit by the ray. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Resizes the texture. - - - Resizes the texture. - - - The distance from the ray origin to the impact point. - - - Set a float property. - - - Set a float property. - - - Actually used rendering path (Read Only). - - - High dynamic range rendering. - - - Fraction of the distance along the ray that the hit occurred. - - - Compress texture into DXT format. - - - Camera's half-size when in orthographic mode. - - - Is the camera orthographic (true) or perspective (false)? - - - The collider hit by the ray. - - - Transparent object sorting mode. - - - Set a vector property. - - - Set a vector property. - - - Camera's depth in the camera rendering order. - - - The Rigidbody2D attached to the object that was hit. - - - The aspect ratio (width divided by height). - - - Global tinting color for the GUI. - - - The Transform of the object that was hit. - - - Packs multiple Textures into a texture atlas. - - - Packs multiple Textures into a texture atlas. - - - Packs multiple Textures into a texture atlas. - - - Global tinting color for all background elements rendered by the GUI. - - - Read pixels from screen into the saved texture data. - - - Read pixels from screen into the saved texture data. - - - Encodes this texture into PNG format. - - - Interpolation mode for Rigidbody2D objects. - - - Settings for a Rigidbody2D's initial sleep state. - - - Set a color property. - - - Set a color property. - - - Options for the detection mode used by a Rigidbody2D. - - - This is used to render parts of the scene selectively. - - - Set a matrix property. - - - Set a matrix property. - - - Option for how to apply a force using Rigidbody2D.AddForce. - - - Tinting color for all text rendered by the GUI. - - - Encodes this texture into JPG format. - - - Encodes this texture into JPG format. - - - Rigidbody physics component for 2D sprites. - - - Mask to select which layers can trigger events on the camera. - - - The color with which the screen will be cleared. - - - Class for handling cube maps, Use this to create or modify existing cube map assets. - - - Returns true if any controls changed the value of the input data. - - - The position of the rigidbody. - - - The rotation of the rigdibody. - - - Is the GUI enabled? - - - Linear velocity of the rigidbody. - - - Set a texture property. - - - Set a texture property. - - - Angular velocity in degrees per second. - - - Mass of the rigidbody. - - - The center of mass of the rigidBody in local space. - - - Add a float material property. - - - Add a float material property. - - - Gets the center of mass of the rigidBody in global space. - - - The format of the pixel data in the texture (Read Only). - - - The rigidBody rotational inertia. - - - Coefficient of drag. - - - Coefficient of angular drag. - - - The degree to which this object is affected by gravity. - - - Should this rigidbody be taken out of physics control? - - - Add a vector material property. - - - Add a vector material property. - - - Should the rigidbody be prevented from rotating? - - - Indicates whether the rigid body should be simulated or not by the physics system. - - - Physics interpolation used between updates. - - - The sleep state that the rigidbody will initially be in. - - - The GUI transform matrix. - - - The method used by the physics engine to check if two objects have collided. - - - The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only). - - - Add a color material property. - - - Add a color material property. - - - Where on the screen is the camera rendered in normalized coordinates. - - - Sets pixel color at coordinates (face, x, y). - - - Where on the screen is the camera rendered in pixel coordinates. - - - The sorting depth of the currently executing GUI behaviour. - - - Moves the rigidbody to position. - - - Returns pixel color at coordinates (face, x, y). - - - Make a text or texture label on screen. - - - Rotates the rigidbody to angle. - - - Make a text or texture label on screen. - - - Make a text or texture label on screen. - - - Make a text or texture label on screen. - - - Make a text or texture label on screen. - - - Make a text or texture label on screen. - - - Add a matrix material property. - - - Add a matrix material property. - - - Is the rigidbody "sleeping"? - - - Returns pixel colors of a cubemap face. - - - Is the rigidbody "awake"? - - - Returns pixel colors of a cubemap face. - - - Make the rigidbody "sleep". - - - Destination render texture. - - - Disables the "sleeping" state of a rigidbody. - - - Apply a force to the rigidbody. - - - Sets pixel colors of a cubemap face. - - - Apply a force to the rigidbody. - - - Sets pixel colors of a cubemap face. - - - Adds a force to the rigidbody2D relative to its coordinate system. - - - Adds a force to the rigidbody2D relative to its coordinate system. - - - Add a texture material property. - - - Add a texture material property. - - - Apply a force at a given position in space. - - - Apply a force at a given position in space. - - - Apply a torque at the rigidbody's centre of mass. - - - Apply a torque at the rigidbody's centre of mass. - - - Get a local space point given the point point in rigidBody global space. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Get a global space point given the point relativePoint in rigidBody local space. - - - Actually apply all previous SetPixel and SetPixels changes. - - - Get a local space vector given the vector vector in rigidBody global space. - - - How wide is the camera in pixels (Read Only). - - - Get a global space vector given the vector relativeVector in rigidBody local space. - - - How tall is the camera in pixels (Read Only). - - - The velocity of the rigidbody at the point Point in global space. - - - The velocity of the rigidbody at the point Point in local space. - - - Draw a texture within a rectangle. - - - Draw a texture within a rectangle. - - - Draw a texture within a rectangle. - - - Draw a texture within a rectangle. - - - Parent class for collider types used with 2D gameplay. - - - Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. - - - Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle. - - - Is this collider configured as a trigger? - - - Make a graphical box. - - - Make a graphical box. - - - Make a graphical box. - - - Make a graphical box. - - - Make a graphical box. - - - Make a graphical box. - - - Performs smoothing of near edge regions. - - - Performs smoothing of near edge regions. - - - Whether the collider is used by an attached effector or not. - - - The local offset of the collider geometry. - - - Matrix that transforms from camera space to world space (Read Only). - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Matrix that transforms from world to camera space. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Get a float from the property block. - - - Get a float from the property block. - - - Class for handling 3D Textures, Use this to create 3D texture assets. - - - Make a button that is active as long as the user holds it down. - - - Make a button that is active as long as the user holds it down. - - - Make a button that is active as long as the user holds it down. - - - Make a button that is active as long as the user holds it down. - - - Make a button that is active as long as the user holds it down. - - - Make a button that is active as long as the user holds it down. - - - Set a custom projection matrix. - - - The Rigidbody2D attached to the Collider2D's GameObject. - - - The depth of the texture. - - - The format of the pixel data in the texture (Read Only). - - - This function returns an array of pixel colors representing one mip level of the 3D texture. - - - This function returns an array of pixel colors representing one mip level of the 3D texture. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Sets pixel colors of a 3D texture. - - - Sets pixel colors of a 3D texture. - - - Actually apply all previous SetPixels changes. - - - Actually apply all previous SetPixels changes. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Get the world-space speed of the camera (Read Only). - - - Make a Multi-line text area where the user can edit a string. - - - Make a Multi-line text area where the user can edit a string. - - - Make a Multi-line text area where the user can edit a string. - - - Make a Multi-line text area where the user can edit a string. - - - How the camera clears the background. - - - Set the name of the next control. - - - The number of separate shaped regions in the collider. - - - Stereoscopic rendering. - - - Class for handling Sparse Textures. - - - Distance between the virtual eyes. - - - The world space bounding area of the collider. - - - Get sparse texture tile width (Read Only). - - - Get sparse texture tile height (Read Only). - - - Distance to a point where virtual eyes converge. - - - Is the sparse texture actually created? (Read Only) - - - Update sparse texture tile with color values. - - - Update sparse texture tile with raw pixel values. - - - Unload sparse texture tile. - - - Get the name of named control that has focus. - - - Move keyboard focus to a named control. - - - The PhysicsMaterial2D that is applied to this collider. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Get a vector from the property block. - - - Get a vector from the property block. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Render textures are textures that can be rendered to. - - - Set the target display for this Camera. - - - Make a grid of buttons. - - - Make a grid of buttons. - - - Make a grid of buttons. - - - Make a grid of buttons. - - - Make a grid of buttons. - - - Make a grid of buttons. - - - The width of the render texture in pixels. - - - The height of the render texture in pixels. - - - Check if a collider overlaps a point in space. - - - A horizontal slider the user can drag to change a value between a min and a max. - - - A horizontal slider the user can drag to change a value between a min and a max. - - - Check whether this collider is touching the collider or not. - - - Get a matrix from the property block. - - - Get a matrix from the property block. - - - The precision of the render texture's depth buffer in bits (0, 16, 24 are supported). - - - A vertical slider the user can drag to change a value between a min and a max. - - - A vertical slider the user can drag to change a value between a min and a max. - - - Checks whether this collider is touching any colliders on the specified layerMask or not. - - - Checks whether this collider is touching any colliders on the specified layerMask or not. - - - The first enabled camera tagged "MainCamera" (Read Only). - - - Does this render texture use sRGB read / write (Read Only). - - - Get a texture from the property block. - - - Get a texture from the property block. - - - The color format of the render texture. - - - Use mipmaps on a render texture? - - - Should mipmap levels be generated automatically? - - - If enabled, this Render Texture will be used as a Cubemap. - - - Clear material property values. - - - If enabled, this Render Texture will be used as a Texture3D. - - - Collider for 2D physics representing an circle. - - - Volume extent of a 3D render texture. - - - 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. - - - The antialiasing level for the RenderTexture. - - - Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus. - - - Enable DX11 random access write into this render texture. - - - Radius of the circle. - - - Color buffer of the render texture (Read Only). - - - The camera we are currently rendering with, for low-level render control only (Read Only). - - - Depth/stencil buffer of the render texture (Read Only). - - - Utility class for making new GUI controls. - - - The center point of the collider in local space. - - - Currently active render texture. - - - Collider for 2D physics representing an axis-aligned rectangle. - - - Returns all enabled cameras in the scene. - - - The width and height of the rectangle. - - - The number of cameras in the current scene. - - - The center point of the collider in local space. - - - The controlID of the current hot control. - - - Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. - - - Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. - - - The controlID of the control that has keyboard focus. - - - A global property, which is true if a ModalWindow is being displayed, false otherwise. - - - Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. - - - Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead. - - - Whether or not the Camera will use occlusion culling during rendering. - - - Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices. - - - Allocate a temporary render texture. - - - Allocate a temporary render texture. - - - Allocate a temporary render texture. - - - Allocate a temporary render texture. - - - Allocate a temporary render texture. - - - Release a temporary texture allocated with GetTemporary. - - - Actually creates the RenderTexture. - - - Get a unique ID for a control. - - - Get a unique ID for a control. - - - Get a unique ID for a control. - - - Get a unique ID for a control. - - - Get a unique ID for a control. - - - Get a unique ID for a control. - - - Gets the number of edges. - - - Releases the RenderTexture. - - - Is the render texture actually created? - - - Discards the contents of the RenderTexture. - - - Discards the contents of the RenderTexture. - - - Indicate that there's a RenderTexture restore operation expected. - - - Assigns this RenderTexture as a global shader property named propertyName. - - - Does a RenderTexture have stencil buffer? - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - Per-layer culling distances. - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - Begin a group. Must be matched with a call to EndGroup. - - - How to perform per-layer culling for a Camera. - - - Gets the number of points. - - - How and if camera generates a depth texture. - - - The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections. - - - Should the camera clear the stencil buffer after the deferred light pass? - - - Number of command buffers set up on this camera (Read Only). - - - Get or set the points defining multiple continuous edges. - - - Sets the Camera to render to the chosen buffers of one or more RenderTextures. - - - Sets the Camera to render to the chosen buffers of one or more RenderTextures. - - - Reset to a single edge consisting of two points. - - - Should this reflection probe use HDR rendering? - - - The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space. - - - End a group. - - - Collider for 2D physics representing an arbitrary polygon defined by its vertices. - - - Get a state object from a controlID. - - - Corner points that define the collider's shape in local space. - - - The number of paths in the polygon. - - - Make the rendering position reflect the camera's position in the scene. - - - Begin a scrolling view inside your GUI. - - - Begin a scrolling view inside your GUI. - - - Begin a scrolling view inside your GUI. - - - Begin a scrolling view inside your GUI. - - - Begin a scrolling view inside your GUI. - - - The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space. - - - Get a path from the polygon by its index. - - - The near clipping plane distance when rendering the probe. - - - The far clipping plane distance when rendering the probe. - - - Define a path by its constituent points. - - - Get an existing state object from a controlID. - - - Shadow drawing distance when rendering the probe. - - - Return the total number of points in the polygon in all paths. - - - Make the projection reflect normal camera's parameters. - - - Resolution of the underlying reflection texture in pixels. - - - Creates as regular primitive polygon with the specified number of sides. - - - Creates as regular primitive polygon with the specified number of sides. - - - Creates as regular primitive polygon with the specified number of sides. - - - This is used to render parts of the reflecion probe's surrounding selectively. - - - How the reflection probe clears the background. - - - Ends a scrollview started with a call to BeginScrollView. - - - Ends a scrollview started with a call to BeginScrollView. - - - Scrolls all enclosing scrollviews so they try to make position visible. - - - The color with which the texture of reflection probe will be cleared. - - - The intensity modifier that is applied to the texture of reflection probe in the shader. - - - Revert the aspect ratio to the screen's aspect ratio. - - - Make a popup window. - - - Make a popup window. - - - Make a popup window. - - - Make a popup window. - - - Make a popup window. - - - Make a popup window. - - - Convert a point from GUI position to screen space. - - - Transforms position from world space into screen space. - - - Show a Modal Window. - - - Show a Modal Window. - - - Show a Modal Window. - - - Show a Modal Window. - - - Show a Modal Window. - - - Show a Modal Window. - - - Details about a specific point of contact involved in a 2D physics collision. - - - Make a window draggable. - - - Make a window draggable. - - - Convert a point from screen space to GUI position. - - - Bring a specific window to front of the floating windows. - - - Bring a specific window to back of the floating windows. - - - Transforms position from world space into viewport space. - - - Helper function to rotate the GUI around a point. - - - Helper function to scale the GUI around a point. - - - Should this reflection probe use box projection? - - - Transforms position from viewport space into world space. - - - General settings for how the GUI behaves. - - - Make a window become the active window. - - - Should double-clicking select words in text fields. - - - Remove focus from all windows. - - - Transforms position from screen space into world space. - - - The point of contact between the two colliders in world space. - - - Should triple-clicking select whole text in text fields. - - - Disposable helper class for managing BeginGroup / EndGroup. - - - Transforms position from screen space into viewport space. - - - Disposable helper class for managing BeginScrollView / EndScrollView. - - - Surface normal at the contact point. - - - The color of the cursor in text fields. - - - The collider attached to the object receiving the collision message. - - - Transforms position from viewport space into screen space. - - - Callback to draw GUI within a window (used with GUI.Window). - - - The speed of text field cursor flashes. - - - Returns a ray going from camera through a viewport point. - - - The color of the selection rect in text fields. - - - Returns a ray going from camera through a screen point. - - - The incoming collider involved in the collision at this contact point. - - - The GUILayout class is the interface for Unity gui with automatic layout. - - - Information returned by a collision in 2D physics. - - - Defines how GUI looks and behaves. - - - Make an auto-layout label. - - - Make an auto-layout label. - - - Make an auto-layout label. - - - Make an auto-layout label. - - - Make an auto-layout label. - - - Make an auto-layout label. - - - Whether the collision was disabled or not. - - - Fills an array of Camera with the current cameras in the scene, without allocating a new array. - - - Make an auto-layout box. - - - Make an auto-layout box. - - - Make an auto-layout box. - - - Make an auto-layout box. - - - Make an auto-layout box. - - - Make an auto-layout box. - - - The bounding volume of the reflection probe (Read Only). - - - The incoming Rigidbody2D involved in the collision. - - - The default font to use for all styles. - - - Render the camera manually. - - - Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)? - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Make a single press button. The user clicks them and something happens immediately. - - - Render the camera with shader replacement. - - - Reflection probe importance. - - - Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode. - - - Style used by default for GUI.Box controls. - - - Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Make a repeating button. The button returns true as long as the user holds down the mouse. - - - Reference to the baked texture of the reflection probe's surrounding. - - - The incoming Collider2D involved in the collision. - - - Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Make a single-line text field where the user can edit a string. - - - Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only). - - - The Transform of the incoming object involved in the collision. - - - Refreshes the probe's cubemap. - - - Refreshes the probe's cubemap. - - - The incoming GameObject involved in the collision. - - - Checks if a probe has finished a time-sliced render. - - - Style used by default for GUI.Label controls. - - - Utility method to blend 2 cubemaps into a target render texture. - - - The specific points of contact with the incoming Collider2D. - - - The relative linear velocity of the two colliding objects (Read Only). - - - Base class for images & text strings displayed in a GUI. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Make a text field where the user can enter a password. - - - Is a point on screen inside the element? - - - Is a point on screen inside the element? - - - Make a multi-line text field where the user can edit a string. - - - Make a multi-line text field where the user can edit a string. - - - Make a multi-line text field where the user can edit a string. - - - Make a multi-line text field where the user can edit a string. - - - Represents the state of a joint limit. - - - Style used by default for GUI.TextField controls. - - - Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D. - - - Style used by default for GUI.TextArea controls. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Make an on/off toggle button. - - - Returns bounding rectangle of GUIElement in screen coordinates. - - - Returns bounding rectangle of GUIElement in screen coordinates. - - - Style used by default for GUI.Button controls. - - - Make the camera render with shader replacement. - - - A texture image used in a 2D GUI. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Make a toolbar. - - - Style used by default for GUI.Toggle controls. - - - The color of the GUI texture. - - - Make a Selection Grid. - - - Make a Selection Grid. - - - Make a Selection Grid. - - - Make a Selection Grid. - - - Make a Selection Grid. - - - Make a Selection Grid. - - - Remove shader replacement from camera. - - - Style used by default for Window controls (SA GUI.Window). - - - Render into a static cubemap from this camera. - - - Render into a static cubemap from this camera. - - - Render into a static cubemap from this camera. - - - Render into a static cubemap from this camera. - - - The texture used for drawing. - - - A horizontal slider the user can drag to change a value between a min and a max. - - - A horizontal slider the user can drag to change a value between a min and a max. - - - Lower angular limit of rotation. - - - Upper angular limit of rotation. - - - A vertical slider the user can drag to change a value between a min and a max. - - - A vertical slider the user can drag to change a value between a min and a max. - - - Makes this camera's settings match other camera. - - - Style used by default for the background part of GUI.HorizontalSlider controls. - - - Pixel inset used for pixel adjustments for size and position. - - - Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls. - - - Motion limits of a Rigidbody2D object along a SliderJoint2D. - - - The border defines the number of pixels from the edge that are not affected by scale. - - - Add a command buffer to be executed at a specified place. - - - - - - Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor. - - - Get the GUI element at a specific screen position. - - - Remove command buffer from execution at a specified place. - - - Make a horiztonal scrollbar. - - - Make a horiztonal scrollbar. - - - Structure for building a LOD for passing to the SetLODs function. - - - Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor. - - - The screen relative height to use for the transition [0-1]. - - - Remove command buffers from execution at a specified place. - - - List of renderers for this LOD level. - - - Parameters for the optional motor force applied to a Joint2D. - - - Remove all command buffers set to execute for this camera. - - - LODGroup lets you group multiple Renderers into LOD levels. - - - The local reference point against which the LOD distance is calculated. - - - Get command buffers to be executed at a specified place. - - - Style used by default for the background part of GUI.VerticalSlider controls. - - - Make a vertical scrollbar. - - - Make a vertical scrollbar. - - - Style used by default for the thumb that is dragged in GUI.VerticalSlider controls. - - - The desired speed for the Rigidbody2D to reach as it moves with the joint. - - - The size of the LOD object in local space. - - - The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed. - - - Style used by default for the background part of GUI.HorizontalScrollbar controls. - - - Insert a space in the current layout group. - - - Calculates and returns oblique near-plane projection matrix. - - - The number of LOD levels. - - - Insert a flexible space element. - - - Begin a Horizontal control group. - - - Begin a Horizontal control group. - - - Begin a Horizontal control group. - - - Begin a Horizontal control group. - - - Begin a Horizontal control group. - - - Joint suspension is used to define how suspension works on a WheelJoint2D. - - - Enable / Disable the LODGroup - Disabling will turn off all renderers. - - - The amount by which the suspension spring force is reduced in proportion to the movement speed. - - - The frequency at which the suspension spring oscillates. - - - Recalculate the bounding region for the LODGroup (Relatively slow, do not call often). - - - Delegate type for camera callbacks. - - - Compute Shader asset. - - - Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup. - - - Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls. - - - The world angle along which the suspension will move. This provides 2D constrained motion similar to a SliderJoint2D. This is typically how suspension works in the real world. - - - Parent class for joints to connect Rigidbody2D objects. - - - - - - The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component). - - - Color key used by Gradient. - - - Can the joint collide with the other Rigidbody2D object to which it is attached? - - - Color of key. - - - Close a group started with BeginHorizontal. - - - Begin a vertical control group. - - - Begin a vertical control group. - - - Begin a vertical control group. - - - Begin a vertical control group. - - - Begin a vertical control group. - - - Style used by default for the left button on GUI.HorizontalScrollbar controls. - - - Style used by default for the right button on GUI.HorizontalScrollbar controls. - - - Close a group started with BeginVertical. - - - Should rigid bodies connected with this joint collide? - - - Find ComputeShader kernel index. - - - Style used by default for the background part of GUI.VerticalScrollbar controls. - - - Parent class for all joints that have anchor points. - - - Time of the key (0 - 1). - - - Set a float parameter. - - - Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls. - - - Alpha key used by Gradient. - - - Set an integer parameter. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Begin a GUILayout block of GUI controls in a fixed screen area. - - - Style used by default for the up button on GUI.VerticalScrollbar controls. - - - The joint's anchor point on the object that has the joint component. - - - Set a vector parameter. - - - Style used by default for the down button on GUI.VerticalScrollbar controls. - - - The joint's anchor point on the second object (ie, the one which doesn't have the joint component). - - - Set multiple consecutive float parameters at once. - - - Alpha channel of key. - - - Set multiple consecutive integer parameters at once. - - - Time of the key (0 - 1). - - - Close a GUILayout block started with BeginArea. - - - Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them. - - - Set a texture parameter. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - Begin an automatically laid out scrollview. - - - The distance the spring will try to keep between the two objects. - - - End a scroll view begun with a call to BeginScrollView. - - - End a scroll view begun with a call to BeginScrollView. - - - Sets an input or output compute buffer. - - - The contents of a GUI element. - - - Style used by default for the background of ScrollView controls (see GUI.BeginScrollView). - - - The amount by which the spring force is reduced in proportion to the movement speed. - - - Shorthand for empty content. - - - The frequency at which the spring oscillates around the distance distance between the objects. - - - Execute a compute shader. - - - Array of GUI styles for specific needs. - - - Gets the reaction force of the joint given the specified timestep. - - - Gets the reaction torque of the joint given the specified timestep. - - - - - - Joint that keeps two Rigidbody2D objects a fixed distance apart. - - - Make a popup window that layouts its contents automatically. - - - Make a popup window that layouts its contents automatically. - - - Make a popup window that layouts its contents automatically. - - - Make a popup window that layouts its contents automatically. - - - Make a popup window that layouts its contents automatically. - - - Make a popup window that layouts its contents automatically. - - - The distance separating the two ends of the joint. - - - Option passed to a control to give it an absolute width. - - - Generic settings for how controls should behave with this skin. - - - Option passed to a control to specify a minimum width. - - - Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead. - - - Option passed to a control to specify a maximum width. - - - The text contained. - - - The icon image contained. - - - Option passed to a control to give it an absolute height. - - - The tooltip of this element. - - - Option passed to a control to specify a minimum height. - - - Gets the reaction force of the joint given the specified timestep. - - - Get a named GUIStyle. - - - Data buffer to hold data for compute shaders. - - - Specialized values for the given states used by GUIStyle objects. - - - Option passed to a control to specify a maximum height. - - - Gets the reaction torque of the joint given the specified timestep. - - - Try to search for a GUIStyle. This functions returns NULL and does not give an error. - - - Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object. - - - Number of elements in the buffer (Read Only). - - - Size of one element in the buffer (Read Only). - - - Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms. - - - Release a Compute Buffer. - - - Should the joint be rotated automatically by a motor torque? - - - The background image used by GUI elements in this given state. - - - Option passed to a control to allow or disallow horizontal expansion. - - - Is touch screen keyboard supported. - - - Should limits be placed on the range of rotation? - - - Returns the text displayed by the input field of the keyboard. - - - Option passed to a control to allow or disallow vertical expansion. - - - Will text input field above the keyboard be hidden when the keyboard is on screen? - - - Is the keyboard visible or sliding into the position on the screen? - - - Specifies if input process was finished. (Read Only) - - - Set the buffer with values from an array. - - - Specifies if input process was canceled. (Read Only) - - - Returns portion of the screen which is covered by the keyboard. - - - The text color used by GUI elements in this state. - - - Returns true whenever any keyboard is completely visible on the screen. - - - Disposable helper class for managing BeginHorizontal / EndHorizontal. - - - Read data values from the buffer into an array. - - - Set buffer data. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Opens the native keyboard provided by OS on the screen. - - - Disposable helper class for managing BeginVertical / EndVertical. - - - Class containing methods to ease debugging while developing a game. - - - A UnityGUI event. - - - Offsets for rectangles, borders, etc. - - - Disposable helper class for managing BeginArea / EndArea. - - - Left edge size. - - - Disposable helper class for managing BeginScrollView / EndScrollView. - - - Parameters for the motor force applied to the joint. - - - Opens or closes developer console. - - - Right edge size. - - - The type of event. - - - Top edge size. - - - Limit of angular rotation on the joint. - - - The mouse position. - - - In the Build Settings dialog there is a check box called "Development Build". - - - Bottom edge size. - - - The relative movement of the mouse compared to last event. - - - Gets the state of the joint limit. - - - Shortcut for left + right. (Read Only) - - - Utility functions for implementing and extending the GUILayout class. - - - Draws a line between specified start and end points. - - - Draws a line between specified start and end points. - - - Draws a line between specified start and end points. - - - Draws a line between specified start and end points. - - - Shortcut for top + bottom. (Read Only) - - - Draws a line from start to start + dir in world coordinates. - - - Draws a line from start to start + dir in world coordinates. - - - Draws a line from start to start + dir in world coordinates. - - - Draws a line from start to start + dir in world coordinates. - - - The angle referenced between the two bodies used as the constraint for the joint. - - - Add the border offsets to a rect. - - - The current joint angle with respect to the reference angle. - - - Pauses the editor. - - - Which mouse button was pressed. - - - Logs message to the Unity Console. - - - Logs message to the Unity Console. - - - Remove the border offsets from a rect. - - - The current joint speed. - - - Which modifier keys are held down. - - - Font Style applied to GUI Texts, Text Meshes or GUIStyles. - - - Logs a formatted message to the Unity Console. - - - Logs a formatted message to the Unity Console. - - - A variant of Debug.Log that logs an error message to the console. - - - A variant of Debug.Log that logs an error message to the console. - - - How image and text is placed inside GUIStyle. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Reserve layout space for a rectangle for displaying some contents with a specific style. - - - Logs a formatted error message to the Unity console. - - - Logs a formatted error message to the Unity console. - - - Get the rectangle last used by GUILayout for a control. - - - Clears errors from the developer console. - - - A variant of Debug.Log that logs an error message to the console. - - - Reserve layout space for a rectangle with a specific aspect ratio. - - - A variant of Debug.Log that logs an error message to the console. - - - Reserve layout space for a rectangle with a specific aspect ratio. - - - Reserve layout space for a rectangle with a specific aspect ratio. - - - Reserve layout space for a rectangle with a specific aspect ratio. - - - A variant of Debug.Log that logs a warning message to the console. - - - A variant of Debug.Log that logs a warning message to the console. - - - Representation of four-dimensional vectors. - - - X component of the vector. - - - Logs a formatted warning message to the Unity Console. - - - Logs a formatted warning message to the Unity Console. - - - Y component of the vector. - - - Gets the reaction force of the joint given the specified timestep. - - - Z component of the vector. - - - Styling information for GUI elements. - - - W component of the vector. - - - How many consecutive mouse clicks have we received. - - - The name of this GUIStyle. Used for getting them based on name. - - - Gets the reaction torque of the joint given the specified timestep. - - - Gets the motor torque of the joint given the specified timestep. - - - Rendering settings for when the component is displayed normally. - - - The character typed. - - - Returns this vector with a magnitude of 1 (Read Only). - - - Returns the length of this vector (Read Only). - - - The name of an ExecuteCommand or ValidateCommand Event. - - - Joint that restricts the motion of a Rigidbody2D object to a single line. - - - Provides access to a display / screen for rendering operations. - - - Rendering settings for when the mouse is hovering over the control. - - - Returns the squared length of this vector (Read Only). - - - The raw key code for keyboard events. - - - Shorthand for writing Vector4(0,0,0,0). - - - Shorthand for writing Vector4(1,1,1,1). - - - The angle of the line in space. - - - Is Shift held down? (Read Only) - - - Should a motor force be applied automatically to the Rigidbody2D? - - - Should motion limits be used? - - - Is Control key held down? (Read Only) - - - Parameters for a motor force that is applied automatically to the Rigibody2D along the line. - - - The list of currently connected Displays. Contains at least one (main) display. - - - Restrictions on how far the joint can slide in each direction along the line. - - - Gets the state of the joint limit. - - - Set x, y, z and w components of an existing Vector4. - - - The angle referenced between the two bodies used as the constraint for the joint. - - - Linearly interpolates between two vectors. - - - The current joint translation. - - - Moves a point current towards target. - - - Is Alt/Option key held down? (Read Only) - - - The current joint speed. - - - Rendering Width. - - - Gets the motor force of the joint given the specified timestep. - - - Is Command/Windows key held down? (Read Only) - - - Rendering settings for when the control is pressed down. - - - Is Caps Lock on? (Read Only) - - - Multiplies two vectors component-wise. - - - Multiplies two vectors component-wise. - - - Makes this vector have a magnitude of 1. - - - Makes this vector have a magnitude of 1. - - - Rendering settings for when the control is turned on. - - - Is the current keypress on the numeric keyboard? (Read Only) - - - Rendering settings for when the control is turned on and the mouse is hovering it. - - - Returns a nicely formatted string for this vector. - - - Returns a nicely formatted string for this vector. - - - Dot Product of two vectors. - - - Rendering Height. - - - Rendering settings for when the element is turned on and pressed down. - - - The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor. - - - Rendering settings for when the element has keyboard focus. - - - Is the current keypress a function key? (Read Only) - - - Set the joint suspension configuration. - - - Should a motor force be applied automatically to the Rigidbody2D? - - - The current event that's being processed right now. - - - Is this event a keyboard event? (Read Only) - - - Parameters for a motor force that is applied automatically to the Rigibody2D along the line. - - - Rendering settings for when the element has keyboard and is turned on. - - - Projects a vector onto another vector. - - - Returns the distance between a and b. - - - The current joint translation. - - - Returns a vector that is made from the smallest components of two vectors. - - - The current joint speed. - - - Returns a vector that is made from the largest components of two vectors. - - - System Width. - - - Gets the motor torque of the joint given the specified timestep. - - - Representation of rays. - - - The origin point of the ray. - - - The direction of the ray. - - - Returns a point at distance units along the ray. - - - Asset type that defines the surface properties of a Collider2D. - - - The degree of elasticity during collisions. - - - The borders of all background images. - - - Returns a nicely formatted string for this ray. - - - Returns a nicely formatted string for this ray. - - - System Height. - - - A ray in 2D space. - - - Coefficient of friction. - - - Color RenderBuffer. - - - Depth RenderBuffer. - - - The margins between elements rendered in this style and any other GUI elements. - - - A base type for 2D physics components that required a callback during FixedUpdate. - - - Is this event a mouse event? (Read Only) - - - Space from the edge of GUIStyle to the start of the contents. - - - Applies both linear and angular (torque) forces continuously to the rigidbody each physics update. - - - Main Display. - - - Activate an external display. Eg. Secondary Monitors connected to the System. - - - Activate an external display. Eg. Secondary Monitors connected to the System. - - - The linear force applied to the rigidbody each physics update. - - - This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled. - - - The starting point of the ray in world space. - - - The direction of the ray in world space. - - - Get a filtered event type for a given control ID. - - - The linear force, relative to the rigid-body coordinate system, applied each physics update. - - - Get a point that lies a given distance along a ray. - - - Sets Rendering resolution for the display. - - - Representation of a plane in 3D space. - - - Check if MultiDisplayLicense is enabled. - - - Normal vector of the plane. - - - Extra space to be added to the background image. - - - Distance from the origin to the plane. - - - Query relative mouse coordinates. - - - Sets a plane using a point that lies within it along with a normal to orient it. - - - Use this event. - - - 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. - - - Instructs the build pipeline not to convert a type or member to the target platform. - - - The torque applied to the rigidbody each physics update. - - - Get the next queued [Event] from the event system. - - - How image and text of the GUIContent is combined. - - - Returns a signed distance from plane to point. - - - Instructs the build pipeline not to try and validate a type or member for the flash platform. (obsolete in Unity 5.0 and above) - - - Text alignment. - - - Returns the current number of events that are stored in the event queue. - - - Is a point on the positive side of the plane? - - - Prevent name mangling of constructors, methods, fields and properties. - - - Are two points on the same side of the plane? - - - Create a keyboard event. - - - MonoBehaviour is the base class every script derives from. - - - Intersects a ray with the plane. - - - Should the text be wordwrapped? - - - Selects the source and/or target to be used by an Effector2D. - - - Disabling this lets you skip the GUI layout phase. - - - The mode used to apply Effector2D forces. - - - Invokes the method methodName in time seconds. - - - A base class for all 2D effectors. - - - A collection of common math functions. - - - What to do when the contents to be rendered is too large to fit within the area given. - - - The mask used to select specific layers allowed to interact with the effector. - - - Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. - - - Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard. - - - Returns the sine of angle f in radians. - - - Pixel offset to apply to the content of this GUIstyle. - - - Applies forces within an area. - - - Types of UnityGUI input and processing events. - - - Cancels all Invoke calls on this MonoBehaviour. - - - Cancels all Invoke calls on this MonoBehaviour. - - - The direction of the force to be applied. - - - Returns the cosine of angle f in radians. - - - Types of modifier key that can be active during a keystroke event. - - - If non-0, any GUI elements rendered with this style will have the width specified here. - - - Gizmos are used to give visual debugging or setup aids in the scene view. - - - The magnitude of the force to be applied. - - - The variation of the magnitude of the force to be applied. - - - If non-0, any GUI elements rendered with this style will have the height specified here. - - - The linear drag to apply to rigid-bodies. - - - Sets the color for the gizmos that will be drawn next. - - - The angular drag to apply to rigid-bodies. - - - Can GUI elements of this style be stretched horizontally for better layouting? - - - The target for where the effector applies any force. - - - Is any invoke on methodName pending? - - - Is any invoke on methodName pending? - - - Starts a coroutine. - - - Starts a coroutine. - - - Starts a coroutine. - - - Returns the tangent of angle f in radians. - - - Can GUI elements of this style be stretched vertically for better layout? - - - Returns the arc-sine of f - the angle in radians whose sine is f. - - - Applies forces to attract/repulse against a point. - - - Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. - - - Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. - - - Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. - - - Returns the arc-cosine of f - the angle in radians whose cosine is f. - - - The magnitude of the force to be applied. - - - The font to use for rendering. If null, the default font for the current GUISkin is used instead. - - - Stops all coroutines running on this behaviour. - - - The variation of the magnitude of the force to be applied. - - - Returns the arc-tangent of f - the angle in radians whose tangent is f. - - - The font size to use (for dynamic fonts). - - - Describes phase of a finger touch. - - - Set the gizmo matrix used to draw all gizmos. - - - The scale applied to the calculated distance between source and target. - - - Returns the angle in radians whose Tan is y/x. - - - The font style to use (for dynamic fonts). - - - Controls IME input. - - - Draws a ray starting at from to from + direction. - - - Draws a ray starting at from to from + direction. - - - The linear drag to apply to rigid-bodies. - - - Structure describing the status of a finger touching the screen. - - - The unique index for the touch. - - - The angular drag to apply to rigid-bodies. - - - The position of the touch in pixel coordinates. - - - The source which is used to calculate the centroid point of the effector. The distance from the target is defined from this point. - - - Returns square root of f. - - - The target for where the effector applies any force. - - - The mode used to apply the effector force. - - - Enable HTML-style tags for Text Formatting Markup. - - - Returns the absolute value of f. - - - Returns the absolute value of f. - - - Draws a line starting at from towards to. - - - Applies "platform" behaviour such as one-way collisions etc. - - - The height of one line of text with this style, measured in pixels. (Read Only) - - - The position delta since last change. - - - Returns the smallest of two or more values. - - - Returns the smallest of two or more values. - - - Returns the smallest of two or more values. - - - Returns the smallest of two or more values. - - - Draws a wireframe sphere with center and radius. - - - Whether to use one-way collision behaviour or not. - - - Amount of time that has passed since the last recorded change in Touch values. - - - Whether friction should be used on the platform sides or not. - - - Number of taps. - - - Whether bounce should be used on the platform sides or not. - - - Shortcut for an empty GUIStyle. - - - Should the one-way collision behaviour be used? - - - Should friction be used on the platform sides? - - - Returns largest of two or more values. - - - Returns largest of two or more values. - - - Returns largest of two or more values. - - - Returns largest of two or more values. - - - Should bounce be used on the platform sides? - - - Draws a solid sphere with center and radius. - - - The angle variance centered on the sides of the platform. Zero angle only matches sides 90-degree to the platform "top". - - - Draw this GUIStyle on to the screen, internal version. - - - Draw this GUIStyle on to the screen, internal version. - - - Draw this GUIStyle on to the screen, internal version. - - - Draw this GUIStyle on to the screen, internal version. - - - Draw this GUIStyle on to the screen, internal version. - - - Draw this GUIStyle on to the screen, internal version. - - - Describes the phase of the touch. - - - Draw this GUIStyle with selected content. - - - Applies tangent forces along the surfaces of colliders. - - - Draw a wireframe box with center and size. - - - Draw this GUIStyle with selected content. - - - Draw this GUIStyle with selected content. - - - The speed to be maintained along the surface. - - - Describes physical orientation of the device as determined by the OS. - - - The speed variation (from zero to the variation) added to base speed to be applied. - - - Get the pixel position of a given string index. - - - Structure describing acceleration status of the device. - - - Draw a solid box with center and size. - - - Returns f raised to power p. - - - The scale of the impulse force applied while attempting to reach the surface speed. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Draws a mesh. - - - Returns e raised to the specified power. - - - Value of acceleration. - - - Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition. - - - Should the impulse force but applied to the contact point? - - - Should friction be used for any contact with the surface? - - - Should bounce be used for any contact with the surface? - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Draws a wireframe mesh. - - - Returns the logarithm of a specified number in a specified base. - - - Returns the logarithm of a specified number in a specified base. - - - Level of obstacle avoidance. - - - Amount of time passed since last accelerometer measurement. - - - Draw an icon at a position in the scene view. - - - Draw an icon at a position in the scene view. - - - Interface into the Gyroscope. - - - Navigation mesh agent. - - - Calculate the size of a some content if it is rendered with this style. - - - Draw a texture in the scene. - - - Draw a texture in the scene. - - - Draw a texture in the scene. - - - Draw a texture in the scene. - - - Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation. - - - Gets or attempts to set the destination of the agent in world-space units. - - - Returns the base 10 logarithm of a specified number. - - - Returns the smallest integer greater to or equal to f. - - - Stop within this distance from the target position. - - - FlareLayer component. - - - Returns rotation rate as measured by the device's gyroscope. - - - Light Probe Group. - - - Editor only function to access and modify probe positions. - - - Calculate the size of an element formatted with this style, and a given space to content. - - - Returns the largest integer smaller to or equal to f. - - - Returns unbiased rotation rate as measured by the device's gyroscope. - - - The current velocity of the NavMeshAgent component. - - - How tall this element will be when rendered with content and a specific width. - - - Returns the gravity acceleration vector expressed in the device's reference frame. - - - Returns the acceleration that the user is giving to the device. - - - Returns f rounded to the nearest integer. - - - Representation of 2D vectors and points. - - - Calculate the minimum and maximum widths for this style rendered with content. - - - X component of the vector. - - - Different methods for how the GUI system handles text being too large to fit the rectangle allocated. - - - Y component of the vector. - - - Gets or sets the simulation position of the navmesh agent. - - - Returns this vector with a magnitude of 1 (Read Only). - - - Get the current steering target along the path. (Read Only) - - - Returns the smallest integer greater to or equal to f. - - - Returns the largest integer smaller to or equal to f. - - - The desired velocity of the agent including any potential contribution from avoidance. (Read Only) - - - Returns the length of this vector (Read Only). - - - The distance between the agent's position and the destination on the current path. (Read Only) - - - Returns f rounded to the nearest integer. - - - Describes options for displaying movie playback controls. - - - The relative vertical displacement of the owning GameObject. - - - Returns the squared length of this vector (Read Only). - - - Is the agent currently positioned on an OffMeshLink? (Read Only) - - - The current OffMeshLinkData. - - - Shorthand for writing Vector2(0, 0). - - - Describes scaling modes for displaying movies. - - - The next OffMeshLinkData on the current path. - - - Shorthand for writing Vector2(1, 1). - - - Shorthand for writing Vector2(0, 1). - - - Returns the sign of f. - - - Shorthand for writing Vector2(1, 0). - - - Should the agent move via OffMeshLinks automatically? - - - Should the agent brake automatically to avoid overshooting the destination point? - - - Should the agent attempt to acquire a new path if the existing path becomes invalid? - - - ActivityIndicator Style (Android Specific). - - - Does the agent currently have a path? (Read Only) - - - Clamps a value between a minimum float and maximum float value. - - - Clamps a value between a minimum float and maximum float value. - - - Is a path in the process of being computed but not yet ready? (Read Only) - - - Set x and y components of an existing Vector2. - - - Is the current path stale. (Read Only) - - - The status of the current path (complete, partial or invalid). - - - Linearly interpolates between two vectors. - - - Clamps value between 0 and 1 and returns value. - - - Moves a point current towards target. - - - Interface into functionality unique to handheld devices. - - - Returns the attitude (ie, orientation in space) of the device. - - - Property to get and set the current path. - - - Multiplies two vectors component-wise. - - - Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). - - - Multiplies two vectors component-wise. - - - Determines whether or not a 32-bit display buffer will be used. - - - Makes this vector have a magnitude of 1. - - - Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). - - - Sets or retrieves the enabled status of this gyroscope. - - - Plays a full-screen movie. - - - Plays a full-screen movie. - - - Plays a full-screen movie. - - - Plays a full-screen movie. - - - Interpolates between a and b by t. t is clamped between 0 and 1. - - - Maximum movement speed when following a path. - - - Maximum turning speed in (deg/s) while following a path. - - - Returns a nicely formatted string for this vector. - - - Returns a nicely formatted string for this vector. - - - The maximum acceleration of an agent as it follows a path, given in units / sec^2. - - - Sets or retrieves gyroscope interval in seconds. - - - Triggers device vibration. - - - Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. - - - Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. - - - Dot Product of two vectors. - - - Structure describing device location. - - - Sets the desired activity indicator style. - - - Sets the desired activity indicator style. - - - Moves a value current towards target. - - - Returns the angle in degrees between from and to. - - - Should the agent update the transform orientation? - - - Geographical device location latitude. - - - The avoidance radius for the agent. - - - Returns the distance between a and b. - - - The height of the agent for purposes of passing under obstacles, etc. - - - Gets the current activity indicator style. - - - The level of quality of avoidance. - - - Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees. - - - Starts os activity indicator. - - - The avoidance priority level. - - - Is the agent currently bound to the navmesh? (Read Only) - - - Sets or updates the destination thus triggering the calculation for a new path. - - - Returns a copy of vector with its magnitude clamped to maxLength. - - - Enables or disables the current off-mesh link. - - - Returns a vector that is made from the smallest components of two vectors. - - - Geographical device location latitude. - - - Follow the current OffMeshLink. - - - Returns a vector that is made from the largest components of two vectors. - - - Warps agent to the provided position. - - - Apply relative movement to current position. - - - Gradually changes a vector towards a desired goal over time. - - - Gradually changes a vector towards a desired goal over time. - - - Gradually changes a vector towards a desired goal over time. - - - Stop movement of this agent along its current path. - - - Stop movement of this agent along its current path. - - - Geographical device location altitude. - - - Interpolates between min and max with smoothing at the limits. - - - Resumes the movement along the current path after a pause. - - - Clears the current path. - - - Stops os activity indicator. - - - Assign a new path to this agent. - - - Compares two floating point values if they are similar. - - - Horizontal accuracy of the location. - - - Vertical accuracy of the location. - - - Representation of 3D vectors and points. - - - Describes the type of keyboard. - - - Timestamp (in seconds since 1970) when location was last time updated. - - - X component of the vector. - - - Gradually changes a value towards a desired goal over time. - - - Gradually changes a value towards a desired goal over time. - - - Gradually changes a value towards a desired goal over time. - - - Locate the closest NavMesh edge. - - - Trace a straight path towards a target postion in the NavMesh without moving the agent. - - - Describes location service status. - - - Gradually changes an angle given in degrees towards a desired goal angle over time. - - - Gradually changes an angle given in degrees towards a desired goal angle over time. - - - Gradually changes an angle given in degrees towards a desired goal angle over time. - - - Y component of the vector. - - - Ping any given IP address (given in dot notation). - - - Loops the value t, so that it is never larger than length and never smaller than 0. - - - Interface into location functionality. - - - Has the ping function completed? - - - This property contains the ping time result after isDone returns true. - - - Specifies whether location service is enabled in user settings. - - - Calculate a path to a specified point and store the resulting path. - - - Returns location service status. - - - Last measured device geographical location. - - - Sample a position along the current path. - - - The IP target of the ping. - - - Sets the cost for traversing over geometry of the layer type. - - - Z component of the vector. - - - PingPongs the value t, so that it is never larger than length and never smaller than 0. - - - Starts location service updates. Last location coordinates could be. - - - Starts location service updates. Last location coordinates could be. - - - Starts location service updates. Last location coordinates could be. - - - Gets the cost for crossing ground of a particular type. - - - Returns this vector with a magnitude of 1 (Read Only). - - - Sets the cost for traversing over areas of the area type. - - - Gets the cost for path calculation when crossing area of a particular type. - - - Returns the length of this vector (Read Only). - - - Returns the squared length of this vector (Read Only). - - - Result information for NavMesh queries. - - - The network view is the binding material of multiplayer games. - - - Position of hit. - - - Shorthand for writing Vector3(0, 0, 0). - - - Normal at the point of hit. - - - Stops location service updates. This could be useful for saving battery life. - - - Shorthand for writing Vector3(1, 1, 1). - - - Distance to the point of hit. - - - Mask specifying NavMesh area at point of hit. - - - Shorthand for writing Vector3(0, 0, 1). - - - The component the network view is observing. - - - Flag set when hit. - - - Shorthand for writing Vector3(0, 0, -1). - - - The type of NetworkStateSynchronization set for this network view. - - - Shorthand for writing Vector3(0, 1, 0). - - - The ViewID of this network view. - - - Shorthand for writing Vector3(0, -1, 0). - - - The network group number of this network view. - - - Shorthand for writing Vector3(-1, 0, 0). - - - Is the network view controlled by this object? - - - Contains data describing a triangulation of a navmesh. - - - Shorthand for writing Vector3(1, 0, 0). - - - The NetworkPlayer who owns this network view. - - - Vertices for the navmesh triangulation. - - - Call a RPC function on all connected peers. - - - Triangle indices for the navmesh triangulation. - - - Call a RPC function on all connected peers. - - - Set the scope of the network view in relation to a specific network player. - - - NavMesh area indices for the navmesh triangulation. - - - Linearly interpolates between two vectors. - - - NavMeshLayer values for the navmesh triangulation. - - - Find a network view based on a NetworkViewID. - - - Calculates the Lerp parameter between of two values. - - - Returns the closest power of two value. - - - Singleton class to access the baked NavMesh. - - - Converts the given value from gamma to linear color space. - - - Interface into compass functionality. - - - Spherically interpolates between two vectors. - - - The heading in degrees relative to the magnetic North Pole. (Read Only) - - - The network class is at the heart of the network implementation and provides the core functions. - - - Set the password for the server (for incoming connections). - - - Makes vectors normalized and orthogonal to each other. - - - Makes vectors normalized and orthogonal to each other. - - - Converts the given value from linear to gamma color space. - - - Set the log level for network messages (default is Off). - - - All connected players. - - - Returns true if the value is power of two. - - - The heading in degrees relative to the geographic North Pole. (Read Only) - - - Get the local NetworkPlayer instance. - - - Moves a point current in a straight line towards a target point. - - - Returns true if your peer type is client. - - - Describes how far in the future the agents predict collisions for avoidance. - - - Returns true if your peer type is server. - - - Accuracy of heading reading in degrees. - - - The status of the peer type, i.e. if it is disconnected, connecting, server or client. - - - The default send rate of network updates for all Network Views. - - - Enable or disable the processing of network messages. - - - The raw geomagnetic data measured in microteslas. (Read Only) - - - Rotates a vector current towards target. - - - Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only) - - - The maximum amount of nodes processed each frame in the asynchronous pathfinding process. - - - Gradually changes a vector towards a desired goal over time. - - - Gradually changes a vector towards a desired goal over time. - - - Gradually changes a vector towards a desired goal over time. - - - Get the current network time (seconds). - - - Trace a line between two points on the NavMesh. - - - 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(). - - - Calculate a path between two points and store the resulting path. - - - Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server. - - - The IP address of the NAT punchthrough facilitator. - - - The port of the NAT punchthrough facilitator. - - - Locate the closest NavMesh edge from a point on the NavMesh. - - - Set x, y and z components of an existing Vector3. - - - The IP address of the connection tester used in Network.TestConnection. - - - The port of the connection tester used in Network.TestConnection. - - - Finds the closest point on NavMesh within specified range. - - - Multiplies two vectors component-wise. - - - Set the maximum amount of connections/players allowed. - - - Multiplies two vectors component-wise. - - - The IP address of the proxy server. - - - The port of the proxy server. - - - Cross Product of two vectors. - - - Sets the cost for traversing over geometry of the layer type on all agents. - - - Indicate if proxy support is needed, in which case traffic is relayed through the proxy server. - - - Set the proxy server password. - - - Interface into the Input system. - - - Initialize the server. - - - Initialize the server. - - - Reflects a vector off the plane defined by a normal. - - - Initializes security layer. - - - Makes this vector have a magnitude of 1. - - - Makes this vector have a magnitude of 1. - - - Gets the cost for traversing over geometry of the layer type on all agents. - - - Returns a nicely formatted string for this vector. - - - Returns a nicely formatted string for this vector. - - - Returns the layer index for a named layer. - - - Dot Product of two vectors. - - - This property controls if input sensors should be compensated for screen orientation. - - - Returns the next power of two value. - - - Projects a vector onto another vector. - - - Returns default gyroscope. - - - The current mouse position in pixel coordinates. (Read Only) - - - Sets the cost for finding path over geometry of the area type on all agents. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Connect to the specified host (ip or domain name) and server port. - - - Projects a vector onto a plane defined by a normal orthogonal to the plane. - - - Close all open connections and shuts down the network interface. - - - Close all open connections and shuts down the network interface. - - - Returns the angle in degrees between from and to. - - - Gets the cost for path finding over geometry of the area type. - - - Returns the area index for a named NavMesh area type. - - - The current mouse scroll delta. (Read Only) - - - Close the connection to another system. - - - Enables/Disables mouse simulation with touches. By default this option is enabled. - - - Calculates triangulation of the current navmesh. - - - Returns the distance between a and b. - - - Returns a copy of vector with its magnitude clamped to maxLength. - - - Returns a vector that is made from the smallest components of two vectors. - - - Calculates the shortest difference between two given angles. - - - Returns a vector that is made from the largest components of two vectors. - - - Shape of the obstacle. - - - Representation of RGBA colors. - - - An obstacle for NavMeshAgents to avoid. - - - Query for the next available network view ID number and allocate it (reserve). - - - Red component of the color. - - - Height of the obstacle's cylinder shape. - - - Is any key or mouse button currently held down? (Read Only) - - - Green component of the color. - - - Generate 2D Perlin noise. - - - Network instantiate a prefab. - - - Returns true the first frame the user hits any key or mouse button. (Read Only) - - - Option for who will receive an RPC, used by NetworkView.RPC. - - - Returns the keyboard input entered this frame. (Read Only) - - - Radius of the obstacle's capsule shape. - - - Velocity at which the obstacle moves around the NavMesh. - - - Last measured linear acceleration of a device in three-dimensional space. (Read Only) - - - Should this obstacle make a cut-out in the navmesh. - - - Should this obstacle be carved when it is constantly moving? - - - Blue component of the color. - - - Threshold distance for updating a moving carved hole (when carving is enabled). - - - Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled). - - - The various test results the connection tester may return with. - - - Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables). - - - Shape of the obstacle. - - - The center of the obstacle, measured in the object's local space. - - - The size of the obstacle, measured in the object's local space. - - - Number of acceleration measurements which occurred during last frame. - - - Possible status messages returned by Network.Connect and in OnFailedToConnect in case the error was not immediate. - - - Alpha component of the color. - - - Status of path. - - - Destroy the object associated with this view ID across the network. - - - Destroy the object associated with this view ID across the network. - - - Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables). - - - Destroy all the objects based on view IDs belonging to this player. - - - The reason a disconnect event occured, like in OnDisconnectedFromServer. - - - Number of touches. Guaranteed not to change throughout the frame. (Read Only) - - - A path as calculated by the navigation system. - - - Corner points of the path. (Read Only) - - - Describes status messages from the master server as returned in OnMasterServerEvent. - - - Status of the path. (Read Only) - - - Different types of synchronization for the NetworkView component. - - - Remove all RPC functions which belong to this player ID. - - - Remove all RPC functions which belong to this player ID. - - - Remove all RPC functions which belong to this player ID. - - - Calculate the corners for the path. - - - Solid red. RGBA is (1, 0, 0, 1). - - - Erase all corner points from path. - - - Describes the status of the network interface peer type as returned by Network.peerType. - - - Property indicating whether keypresses are eaten by a textinput if it has focus (default true). - - - Link type specifier. - - - State of OffMeshLink. - - - Returns whether the device on which application is currently running supports touch input. - - - Is link valid (Read Only). - - - Property indicating whether the system handles multiple touches. - - - Describes different levels of log information the network layer supports. - - - Is link active (Read Only). - - - The NetworkPlayer is a data structure with which you can locate another player over the network. - - - Property for accessing device location (handheld devices only). (Read Only) - - - The IP address of this player. - - - The port of this player. - - - The GUID for this player, used when connecting with NAT punchthrough. - - - Remove all RPC functions which belong to given group number. - - - Returns the external IP address of the network interface. - - - Link type specifier (Read Only). - - - Property for accessing compass (handheld devices only). (Read Only) - - - Returns the external port of the network interface. - - - Link start world position (Read Only). - - - Returns the index number for this network player. - - - Link end world position (Read Only). - - - Device physical orientation as reported by OS. (Read Only) - - - The NetworkViewID is a unique identifier for a network view instance in a multiplayer game. - - - Controls enabling and disabling of IME input composition. - - - Represents an invalid network view ID. - - - True if instantiated by me. - - - The current IME composition string being typed by the user. - - - The NetworkPlayer who owns the NetworkView. Could be the server. - - - Returns a formatted string with details on this NetworkViewID. - - - The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only). - - - Solid green. RGBA is (0, 1, 0, 1). - - - Link allowing movement outside the planar navigation mesh. - - - Set the level prefix which will then be prefixed to all network ViewID numbers. - - - Is link active. - - - The last ping time to the given player in milliseconds. - - - Solid blue. RGBA is (0, 0, 1, 1). - - - The last average ping time to the given player in milliseconds. - - - Is link occupied. (Read Only) - - - Enable or disables the reception of messages in a specific group number from a specific player. - - - The Resources class allows you to find and access Objects including assets. - - - Modify pathfinding cost for the link. - - - Can link be traversed in both directions. - - - Enables or disables transmission of messages and RPC calls on a specific network group number. - - - Enables or disables transmission of messages and RPC calls on a specific network group number. - - - Returns a list of all objects of Type type. - - - Returns a list of all objects of Type type. - - - Solid white. RGBA is (1, 1, 1, 1). - - - Test this machines network connection. - - - Test this machines network connection. - - - NavMeshLayer for this OffMeshLink component. - - - NavMesh area index for this OffMeshLink component. - - - Solid black. RGBA is (0, 0, 0, 1). - - - Automatically update endpoints. - - - Test the connection specifically for NAT punch-through connectivity. - - - Test the connection specifically for NAT punch-through connectivity. - - - Check if this machine has a public IP address. - - - Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at! - - - Cyan. RGBA is (0, 1, 1, 1). - - - The BitStream class represents seralized variables, packed into a stream. - - - Loads an asset stored at path in a Resources folder. - - - Loads an asset stored at path in a Resources folder. - - - Loads an asset stored at path in a Resources folder. - - - Asynchronously loads an asset stored at path in a Resources folder. - - - Asynchronously loads an asset stored at path in a Resources folder. - - - Asynchronously loads an asset stored at path in a Resources folder. - - - Is the BitStream currently being read? (Read Only) - - - Magenta. RGBA is (1, 0, 1, 1). - - - Is the BitStream currently being written? (Read Only) - - - The transform representing link start position. - - - The transform representing link end position. - - - Gray. RGBA is (0.5, 0.5, 0.5, 1). - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Serializes different types of variables. - - - Loads all assets in a folder or file at path in a Resources folder. - - - Loads all assets in a folder or file at path in a Resources folder. - - - Loads all assets in a folder or file at path in a Resources folder. - - - Attribute for setting up RPC functions. - - - Returns a resource at an asset path (Editor Only). - - - Returns a resource at an asset path (Editor Only). - - - Explicitly update the link endpoints. - - - This is the data structure for holding individual host information. - - - English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1). - - - Unloads assetToUnload from memory. - - - These are speaker types defined for use with AudioSettings.speakerMode. - - - Completely transparent. RGBA is (0, 0, 0, 0). - - - Does this server require NAT punchthrough? - - - The grayscale value of the color. (Read Only) - - - Unloads assets that are not used. - - - The type of the game (like "MyUniqueGameType"). - - - Value describing the current load state of the audio data associated with an AudioClip. - - - Specifies the current properties or desired properties to be set for the audio system. - - - Does the user have an IME keyboard input source selected? - - - The current speaker mode used by the audio output device. - - - A version of the color that has had the inverse gamma curve applied. - - - The name of the game (like John Doe's Game). - - - Text file assets. - - - The current text input position used by IMEs to open windows. - - - The length of the DSP buffer in samples determining the latency of sounds by the audio output device. - - - A version of the color that has had the gamma curve applied. - - - Returns the value of the virtual axis identified by axisName. - - - Returns the value of the virtual axis identified by axisName with no smoothing filtering applied. - - - The current sample rate of the audio output device used. - - - Returns a nicely formatted string of this color. - - - Returns a nicely formatted string of this color. - - - Currently connected players. - - - Returns true while the virtual button identified by buttonName is held down. - - - The current maximum number of simultaneously audible sounds in the game. - - - The text contents of the .txt file as a string. (Read Only) - - - The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing. - - - The raw bytes of the text asset. (Read Only) - - - Maximum players limit. - - - Force Unity to serialize a private field. - - - Controls the global audio settings from script. - - - Interface to receive callbacks upon serialization and deserialization. - - - Returns true during the frame the user pressed down the virtual button identified by buttonName. - - - Returns true the first frame the user releases the virtual button identified by buttonName. - - - Implement this method to receive a callback after unity serialized your object. - - - Returns true while the user holds down the key identified by name. Think auto fire. - - - Returns true while the user holds down the key identified by name. Think auto fire. - - - Interpolates between colors a and b by t. - - - Returns true during the frame the user starts pressing down the key identified by name. - - - Returns true during the frame the user starts pressing down the key identified by name. - - - See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method. - - - Representation of RGBA colors in 32 bit format. - - - Server IP address. - - - Red component of the color. - - - Returns the speaker mode capability of the current audio driver. (Read Only) - - - Server port. - - - Gets the current speaker mode. Default is 2 channel stereo. - - - Webplayer security related class. - - - Green component of the color. - - - Returns true during the frame the user releases the key identified by name. - - - Returns true during the frame the user releases the key identified by name. - - - Blue component of the color. - - - Alpha component of the color. - - - Returns an array of strings describing the connected joysticks. - - - Does the server require a password? - - - Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only). - - - Returns the current time of the audio system. - - - Returns a nicely formatted string of this color. - - - Prefetch the webplayer socket security policy from a non-default port number. - - - Returns a nicely formatted string of this color. - - - Prefetch the webplayer socket security policy from a non-default port number. - - - A miscellaneous comment (can hold data). - - - Get the mixer's current output rate. - - - Interpolates between colors a and b by t. - - - The GUID of the host, needed when connecting with NAT punchthrough. - - - Quaternions are used to represent rotations. - - - Get the mixer's buffer size in samples. - - - Returns whether the given mouse button is held down. - - - Get secret from Chain of Trust system. - - - X component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - - - Returns true during the frame the user pressed the given mouse button. - - - Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - - - Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - - - Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message. An authorisation key is always needed. - - - Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message. An authorisation key is always needed. - - - The Master Server is used to make matchmaking between servers and clients easy. - - - Returns true during the frame the user releases the given mouse button. - - - Shader scripts used for all rendering. - - - Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset. - - - Can this shader run on the end-users graphics card? (Read Only) - - - W component of the Quaternion. Don't modify this directly unless you know quaternions inside out. - - - Shader LOD level for this shader. - - - The identity rotation (Read Only). - - - The IP address of the master server. - - - Returns the euler angle representation of the rotation. - - - Set x, y, z and w components of an existing Quaternion. - - - Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame. - - - The dot product between two rotations. - - - Shader LOD level for all shaders. - - - Creates a rotation which rotates angle degrees around axis. - - - Render queue of this shader. (Read Only) - - - Converts a rotation to angle-axis representation. - - - 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. - - - Finds a shader with the given name. - - - Creates a rotation which rotates from fromDirection to toDirection. - - - Set a global shader keyword. - - - The connection port of the master server. - - - Creates a rotation which rotates from fromDirection to toDirection. - - - Unset a global shader keyword. - - - Is global shader keyword enabled? - - - Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables). - - - Set the minimum update rate for master server host information update. - - - Creates a rotation with the specified forward and upwards directions. - - - Creates a rotation with the specified forward and upwards directions. - - - 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. - - - Returns object representing status of a specific touch. (Does not allocate temporary variables). - - - Report this machine as a dedicated server. - - - Bit mask that controls object destruction, saving and visibility in inspectors. - - - Sets a global color property for all shaders. - - - Sets a global color property for all shaders. - - - Creates a rotation with the specified forward and upwards directions. - - - Creates a rotation with the specified forward and upwards directions. - - - Sets a global vector property for all shaders. - - - Sets a global vector property for all shaders. - - - Sets a global float property for all shaders. - - - Spherically interpolates between from and to by t. - - - Sets a global float property for all shaders. - - - Sets a global int property for all shaders. - - - Interpolates between from and to by t and normalizes the result afterwards. - - - Sets a global int property for all shaders. - - - Sets a global texture property for all shaders. - - - Sets a global texture property for all shaders. - - - Request a host list from the master server. - - - Base class for all objects Unity can reference. - - - Sets a global matrix property for all shaders. - - - Sets a global matrix property for all shaders. - - - Type of the imported(native) data. - - - Sets a global compute buffer property for all shaders. - - - Gets unique identifier for a shader property name. - - - Fully load all shaders to prevent future performance hiccups. - - - Rotates a rotation from towards to. - - - Returns the Inverse of rotation. - - - An enum containing different compression types. - - - The name of the object. - - - Returns a nicely formatted string of the Quaternion. - - - Returns a nicely formatted string of the Quaternion. - - - The material class. - - - Determines how the audio clip is loaded in. - - - Should the object be hidden, saved with the scene or modifiable by the user? - - - The shader used by the material. - - - Removes a gameobject, component or asset. - - - Removes a gameobject, component or asset. - - - The main material's color. - - - Check for the latest host list received by using MasterServer.RequestHostList. - - - A container for audio data. - - - Returns the angle in degrees between two rotations a and b. - - - Destroys the object obj immediately. You are strongly recommended to use Destroy instead. - - - Destroys the object obj immediately. You are strongly recommended to use Destroy instead. - - - The length of the audio clip in seconds. (Read Only) - - - Returns a list of all active loaded objects of Type type. - - - The length of the audio clip in samples. (Read Only) - - - Makes the object target not be destroyed automatically when loading a new scene. - - - Returns the name of the game object. - - - The material's texture. - - - Returns the instance id of the object. - - - The number of channels in the audio clip. (Read Only) - - - The sample frequency of the clip in Hertz. (Read Only) - - - Clones the object original and returns the clone. - - - 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). - - - Clones the object original and returns the clone. - - - 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). - - - Clones the object original and returns the clone. - - - Returns a list of all active loaded objects of Type type. - - - Returns true if the AudioClip is ready to play (read-only). - - - Returns the first active loaded object of Type type. - - - Returns the first active loaded object of Type type. - - - The texture offset of the main texture. - - - The load type of the clip (read-only). - - - 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. - - - Returns the current load state of the audio data associated with an AudioClip. - - - Register this server on the master server. - - - Register this server on the master server. - - - 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. - - - Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. - - - Base class for everything attached to GameObjects. - - - Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. - - - A 2D Rectangle defined by x, y position and width, height. - - - The Transform attached to this GameObject (null if there is none attached). - - - The texture scale of the main texture. - - - Fills an array with sample data from the clip. - - - Unregister this server from the master server. - - - Set sample data in a clip. - - - How many passes are in this material (Read Only). - - - Left coordinate of the rectangle. - - - The game object this component is attached to. A component is always attached to a game object. - - - Clear the host list which was received by MasterServer.PollHostList. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - Creates a user AudioClip with a name and with the given length in samples, channels and frequency. - - - The tag of this game object. - - - Delegate called each time AudioClip reads data. - - - Delegate called each time AudioClip changes read position. - - - Top coordinate of the rectangle. - - - Render queue of this material. - - - Additional shader keywords set by this material. - - - Describes when an AudioSource or AudioListener is updated. - - - This data structure contains information on a message just received from the network. - - - Representation of a listener in 3D space. - - - Controls the game sound volume (0.0 to 1.0). - - - The time stamp when the Message was sent in seconds. - - - The paused state of the audio system. - - - The player who sent this network message (owner). - - - This lets you set whether the Audio Listener should be updated in the fixed or dynamic update. - - - The NetworkView who sent this message. - - - The Rigidbody attached to this GameObject (null if there is none attached). - - - Returns a block of the listener (master)'s output data. - - - Returns a block of the listener (master)'s output data. - - - Returns a block of the listener (master)'s spectrum data. - - - Returns a block of the listener (master)'s spectrum data. - - - Defines how the material should interact with lightmaps and lightprobes. - - - The top left coordinates of the rectangle. - - - An enumeration of transform properties that can be driven on a RectTransform by an object. - - - Set a named color value. - - - Set a named color value. - - - Center coordinate of the rectangle. - - - Spectrum analysis windowing types. - - - Get a named color value. - - - Get a named color value. - - - Lower left corner of the rectangle. - - - The Rigidbody2D that is attached to the Component's GameObject. - - - Upper right corner of the rectangle. - - - The Camera attached to this GameObject (null if there is none attached). - - - Width of the rectangle. - - - Set a named vector value. - - - Set a named vector value. - - - A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving. - - - Add a RectTransform to be driven. - - - Clear the list of RectTransforms being driven. - - - Rolloff modes that a 3D sound can have in an audio source. - - - Height of the rectangle. - - - The Light attached to this GameObject (null if there is none attached). - - - The size of the rectangle. - - - Get a named vector value. - - - Get a named vector value. - - - Left coordinate of the rectangle. - - - A representation of audio sources in 3D. - - - The Animation attached to this GameObject (null if there is none attached). - - - Top coordinate of the rectangle. - - - Set a named texture. - - - Set a named texture. - - - Position, size, anchor and pivot information for a rectangle. - - - The volume of the audio source (0.0 to 1.0). - - - Get a named texture. - - - Get a named texture. - - - Sets the placement offset of texture propertyName. - - - The ConstantForce attached to this GameObject (null if there is none attached). - - - Gets the placement offset of texture propertyName. - - - Right coordinate of the rectangle. - - - The Renderer attached to this GameObject (null if there is none attached). - - - Bottom coordinate of the rectangle. - - - The pitch of the audio source. - - - The AudioSource attached to this GameObject (null if there is none attached). - - - Sets the placement scale of texture propertyName. - - - The calculated rectangle in the local space of the Transform. - - - Playback position in seconds. - - - Creates a rectangle from min/max coordinate values. - - - The GUIText attached to this GameObject (null if there is none attached). - - - The normalized position in the parent RectTransform that the lower left corner is anchored to. - - - Set components of an existing Rect. - - - The normalized position in the parent RectTransform that the upper right corner is anchored to. - - - Returns a nicely formatted string for this Rect. - - - Returns a nicely formatted string for this Rect. - - - Gets the placement scale of texture propertyName. - - - The NetworkView attached to this GameObject (Read Only). (null if there is none attached). - - - The GUITexture attached to this GameObject (Read Only). (null if there is none attached). - - - The Collider attached to this GameObject (null if there is none attached). - - - The 3D position of the pivot of this RectTransform relative to the anchor reference point. - - - Set a named matrix for the shader. - - - Set a named matrix for the shader. - - - The Collider2D component attached to the object. - - - Playback position in PCM samples. - - - Get a named matrix value from the shader. - - - Get a named matrix value from the shader. - - - 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. - - - 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. - - - 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 position of the pivot of this RectTransform relative to the anchor reference point. - - - The HingeJoint attached to this GameObject (null if there is none attached). - - - Set a named float value. - - - Set a named float value. - - - Get a named float value. - - - Get a named float value. - - - 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. - - - 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 size of this RectTransform relative to the distances between the anchors. - - - The default AudioClip to play. - - - The ParticleEmitter attached to this GameObject (null if there is none attached). - - - Set a named integer value. - - - Set a named integer value. - - - The target group to which the AudioSource should route its signal. - - - Returns a point inside a rectangle, given normalized coordinates. - - - Get a named integer value. - - - Get a named integer value. - - - The normalized position in this RectTransform that it rotates around. - - - Set a ComputeBuffer value. - - - The ParticleSystem attached to this GameObject (null if there is none attached). - - - Is the clip playing right now (Read Only)? - - - Returns the normalized coordinates cooresponding the the point. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - The offset of the lower left corner of the rectangle relative to the lower left anchor. - - - A standard 4x4 transformation matrix. - - - Returns the component of Type type in the GameObject or any of its children using depth first search. - - - Returns the component of Type type in the GameObject or any of its children using depth first search. - - - The offset of the upper right corner of the rectangle relative to the upper right anchor. - - - Is the audio clip looping? - - - Checks if material's shader has a property of a given name. - - - Checks if material's shader has a property of a given name. - - - This makes the audio source not take into account the volume of the audio listener. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Get the value of material's shader tag. - - - Get the value of material's shader tag. - - - The inverse of this matrix (Read Only). - - - Returns the component of Type type in the GameObject or any of its parents. - - - Returns the component of Type type in the GameObject or any of its parents. - - - If set to true, the audio source will automatically start playing on awake. - - - 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. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Get the corners of the calculated rectangle in the local space of its Transform. - - - Get the corners of the calculated rectangle in world space. - - - Interpolate properties between two materials. - - - Returns all components of Type type in the GameObject. - - - Returns all components of Type type in the GameObject. - - - Returns all components of Type type in the GameObject. - - - Returns all components of Type type in the GameObject. - - - Whether the Audio Source should be updated in the fixed or dynamic update. - - - Returns the transpose of this matrix (Read Only). - - - Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size. - - - Makes the RectTransform calculated rect be a given size on the specified axis. - - - Enum used to specify one edge of a rectangle. - - - Activate the given pass for rendering. - - - Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. - - - Is this the identity matrix? - - - Is this game object tagged with tag ? - - - Returns a matrix with all elements set to zero (Read Only). - - - Copy properties from other material into this material. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Set a shader keyword that is enabled by this material. - - - Returns the identity matrix (Read Only). - - - 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. - - - Unset a shader keyword. - - - An axis that can be horizontal or vertical. - - - Delegate used for the reapplyDrivenProperties event. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Get a column of the matrix. - - - Returns a row of the matrix. - - - Sets a column of the matrix. - - - The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. - - - Sets a row of the matrix. - - - Is the shader keyword enabled on this material? - - - Asynchronous load request from the Resources bundle. - - - ShaderVariantCollection records which shader variants are actually used in each shader. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Asset object being loaded (Read Only). - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Transforms a position by this matrix (generic). - - - Number of shaders in this collection (Read Only). - - - Number of total varians in this collection (Read Only). - - - Is this ShaderVariantCollection already warmed up? (Read Only) - - - Transforms a position by this matrix (fast). - - - Modes a Wind Zone can have, either Spherical or Directional. - - - Interface into SamsungTV specific functionality. - - - Adds a new shader variant to the collection. - - - PanLevel has been deprecated. Use spatialBlend instead. - - - Script interface for light components. - - - Adds shader variant from the collection. - - - Transforms a direction by this matrix. - - - Pan has been deprecated. Use panStereo instead. - - - Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. - - - Checks if a shader variant is in the collection. - - - Remove all shader variants from the collection. - - - The type of the light. - - - Fully load shaders in ShaderVariantCollection. - - - Defines the type of wind zone to be used (Spherical or Directional). - - - The color of the light. - - - Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). - - - The type of input the remote's touch pad produces. - - - The primary wind force. - - - Changes the type of input the gesture camera produces. - - - The rendering mode for particle systems (Shuriken). - - - Returns true if there is an air mouse available. - - - The turbulence wind force. - - - The space to simulate particles in. - - - Returns true if the camera sees a hand. - - - Defines ow much the wind changes over time. - - - Changes the type of input the gamepad produces. - - - Defines the frequency of the wind changes. - - - The Intensity of a light is multiplied with the Light color. - - - Script interface for a Particle. - - - Types of input the remote's touchpad can produce. - - - Bypass effects (Applied from filter components or global listener filters). - - - Allows to control the dynamic Global Illumination. - - - Types of input the gesture camera can produce. - - - The multiplier that defines the strength of the bounce lighting. - - - The position of the particle. - - - Allows for scaling the contribution coming from realtime & static lightmaps. - - - Threshold for limiting updates of realtime GI. - - - 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. - - - When enabled, new dynamic Global Illumination output is shown in each frame. - - - Creates a scaling matrix. - - - When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. - - - How this light casts shadows - - - Types of input the gamepad can produce. - - - Access to TV specific information. - - - Sets this matrix to a translation, rotation and scaling matrix. - - - The velocity of the particle. - - - Strength of light's shadows. - - - Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system. - - - Sets the Doppler scale for this AudioSource. - - - BillboardAsset describes how a billboard is rendered. - - - The size of the particle. - - - Sets the spread angle a 3d stereo or multichannel sound in speaker space. - - - Width of the billboard. - - - Creates a translation, rotation and scaling matrix. - - - Height of the billboard. - - - The rotation of the particle. - - - Shadow mapping constant bias. - - - Height of the billboard that is below ground. - - - Sets the priority of the AudioSource. - - - Shadow mapping normal-based bias. - - - Number of pre-baked images that can be switched when the billboard is viewed from different angles. - - - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. - - - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. - - - Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain. - - - The angular velocity of the particle. - - - Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. - - - The color of the particle. - - - 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. - - - Returns a nicely formatted string for this matrix. - - - Returns a nicely formatted string for this matrix. - - - Schedules an update of the environment texture. - - - The range of the light. - - - Script interface for particle systems (Shuriken). - - - Within the Min distance the AudioSource will cease to grow louder in volume. - - - Control of an object's position through physics simulation. - - - Start delay in seconds. - - - Renders particles on to the screen (Shuriken). - - - Creates an orthogonal projection matrix. - - - (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. - - - The velocity vector of the rigidbody. - - - 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. - - - Sets/Gets how the AudioSource attenuates over distance. - - - The material used for rendering. - - - Creates a perspective projection matrix. - - - Renders a billboard. - - - How particles are drawn. - - - Is the particle system playing right now ? - - - Represents an axis aligned bounding box. - - - Plays the clip with an optional certain delay. - - - Plays the clip with an optional certain delay. - - - The BillboardAsset to render. - - - 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. - - - How much are the particles stretched in their direction of motion. - - - JointLimits is used by the HingeJoint to limit the joints angle. - - - Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. - - - The angular velocity vector of the rigidbody. - - - The drag of the object. - - - Is the particle system stopped right now ? - - - Is the particle system paused right now ? - - - Changes the time at which a sound that has already been scheduled to play will start. - - - The angle of the light's spotlight cone in degrees. - - - The lower limit of the joint. - - - The angular drag of the object. - - - How much are the particles strectched depending on "how fast they move". - - - The center of the bounding box. - - - Is the particle system looping? - - - The bounciness of the joint when hitting the lower limit of the joint. - - - How much are the particles strected depending on the Camera's speed. - - - 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. - - - The mass of the rigidbody. - - - Controls whether gravity affects this rigidbody. - - - The upper limit of the joint. - - - The bounciness of the joint when hitting the upper limit of the joint. - - - The size of a directional light's cookie. - - - The cookie texture projected by the light. - - - If set to true, the particle system will automatically start playing on startup. - - - Clamp the maximum particle size. - - - The flare asset to use for this light. - - - Mesh used as particle instead of billboarded texture. - - - The total size of the box. This is always twice as large as the extents. - - - Stops playing the clip. - - - Playback position in seconds. - - - Information about a particle collision. - - - Intersection point of the collision in world coordinates. - - - The extents of the box. This is always half of the size. - - - Pauses playing the clip. - - - Distance inside the limit value at which the limit will be considered to be active by the solver. Setting this low can cause jittering, but runs fast. Setting high can deduce jittering, but runs the solver more often. (0 = use defaults) - - - The duration of the particle system in seconds (Read Only). - - - Maximum velocity of a rigidbody when moving out of penetrating state. - - - Joint is the base class for all joints. - - - The minimal point of the box. This is always equal to center-extents. - - - Unpause the paused playback of this AudioSource. - - - Controls whether physics affects the rigidbody. - - - Plays an AudioClip, and scales the AudioSource volume by volumeScale. - - - Plays an AudioClip, and scales the AudioSource volume by volumeScale. - - - The playback speed of the particle system. 1 is normal playback speed. - - - A reference to another rigidbody this joint connects to. - - - How to render the light. - - - Geometry normal at the intersection point of the collision. - - - Has the light already been lightmapped. - - - The Direction of the axis around which the body is constrained. - - - Controls whether physics will change the rotation of the object. - - - Controls which degrees of freedom are allowed for the simulation of this Rigidbody. - - - The maximal point of the box. This is always equal to center+extents. - - - Plays an AudioClip at a given position in world space. - - - The Rigidbody's collision detection mode. - - - Plays an AudioClip at a given position in world space. - - - Sets the bounds to the min and max value of the box. - - - The center of mass relative to the transform's origin. - - - The center of mass of the rigidbody in world space (Read Only). - - - The Position of the anchor around which the joints motion is constrained. - - - This is used to light certain objects in the scene selectively. - - - Position of the anchor relative to the connected Rigidbody. - - - The rotation of the inertia tensor. - - - Returns a block of the currently playing source's output data. - - - The diagonal inertia tensor of mass relative to the center of mass. - - - Returns a block of the currently playing source's output data. - - - Grows the Bounds to include the point. - - - Should collision detection be enabled? (By default always enabled). - - - Grows the Bounds to include the point. - - - Force cone friction to be used for this rigidbody. - - - The size of the area light. Editor only. - - - The position of the rigidbody. - - - Should the connectedAnchor be calculated automatically? - - - The rotation of the rigdibody. - - - Expand the bounds by increasing its size by amount along each side. - - - Expand the bounds by increasing its size by amount along each side. - - - Interpolation allows you to smooth out the effect of running physics at a fixed frame rate. - - - Returns a block of the currently playing source's spectrum data. - - - Returns a block of the currently playing source's spectrum data. - - - Does another bounding box intersect with this bounding box? - - - Allows you to override the solver iteration count per rigidbody. - - - Base class for all entities in Unity scenes. - - - The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. - - - The angular velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }. - - - Reverb presets used by the Reverb Zone class and the audio reverb filter. - - - The mass-normalized energy threshold, below which objects start going to sleep. - - - The current number of particles (Read Only). - - - The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }. - - - When set to false, the particle system will not emit particles. - - - The Transform attached to this GameObject. (null if there is none attached). - - - Sets the mass based on the attached colliders assuming a constant density. - - - Incident velocity at the intersection point of the collision. - - - The rate of emission. - - - Reverb Zones are used when you want to create location based ambient effects in the scene. - - - The layer the game object is in. A layer is in the range [0...31]. - - - Adds a force to the rigidbody. - - - Adds a force to the rigidbody. - - - Adds a force to the rigidbody. - - - Adds a force to the rigidbody. - - - The force that needs to be applied for this joint to break. - - - The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. - - - The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. - - - Is point contained in the bounding box? - - - The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. - - - The Collider for the GameObject struck by the particles. - - - The smallest squared distance between the point and this bounding box. - - - The local active state of this GameObject. (Read Only) - - - Set/Get reverb preset properties. - - - Adds a force to the rigidbody relative to its coordinate system. - - - Adds a force to the rigidbody relative to its coordinate system. - - - Adds a force to the rigidbody relative to its coordinate system. - - - Adds a force to the rigidbody relative to its coordinate system. - - - Method extension for Physics in Particle System. - - - The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect. - - - Safe array size for use with ParticleSystem.GetCollisionEvents. - - - The torque that needs to be applied for this joint to break. - - - Does ray intersect this bounding box? - - - Does ray intersect this bounding box? - - - Room effect level (at mid frequencies). - - - The closest point on the bounding box. - - - The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. - - - Relative room effect level at high frequencies. - - - Enable collision between bodies connected with the joint. - - - The initial color of particles when emitted. - - - Toggle preprocessing for this joint. - - - Is the GameObject active in the scene? - - - Returns a nicely formatted string for the bounds. - - - Returns a nicely formatted string for the bounds. - - - Relative room effect level at low frequencies. - - - Get the particle collision events for a GameObject. Returns the number of events written to the array. - - - A base class of all colliders. - - - Reverberation decay time at mid frequencies. - - - Enabled Colliders will collide with other colliders, disabled Colliders won't. - - - Editor only API that specifies if a game object is static. - - - The rigidbody the collider is attached to. - - - The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. - - - The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge. - - - The tag of this game object. - - - (Legacy Particle system). - - - The position of the particle. - - - The velocity of the particle. - - - The Rigidbody attached to this GameObject (Read Only). (null if there is none attached). - - - Adds a torque to the rigidbody. - - - Adds a torque to the rigidbody. - - - Adds a torque to the rigidbody. - - - Adds a torque to the rigidbody. - - - High-frequency to mid-frequency decay time ratio. - - - Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5. - - - The energy of the particle. - - - The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second. - - - 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. - - - Is the collider a trigger? - - - Scale being applied to the gravity defined by Physics.gravity. - - - The starting energy of the particle. - - - The size of the particle. - - - The rotation of the particle. - - - The angular velocity of the particle. - - - The color of the particle. - - - Adds a torque to the rigidbody relative to its coordinate system. - - - Adds a torque to the rigidbody relative to its coordinate system. - - - Adds a torque to the rigidbody relative to its coordinate system. - - - Adds a torque to the rigidbody relative to its coordinate system. - - - Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5. - - - 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. - - - Applies force at position. As a result this will apply a torque and force on the object. - - - Applies force at position. As a result this will apply a torque and force on the object. - - - 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. - - - Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms. - - - Early reflections level relative to room effect. - - - Initial reflection delay time. - - - Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz. - - - Late reverberation level relative to room effect. - - - Chorus modulation depth. 0.0 to 1.0. Default = 0.03. - - - Applies a force to a rigidbody that simulates explosion effects. - - - Applies a force to a rigidbody that simulates explosion effects. - - - Applies a force to a rigidbody that simulates explosion effects. - - - Late reverberation delay time relative to initial reflection. - - - 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 maximum number of particles to emit. - - - The closest point to the bounding box of the attached colliders. - - - The velocity relative to the rigidbody at the point relativePoint. - - - (Legacy Particles) Script interface for particle emitters. - - - Should particles be automatically emitted each frame? - - - The velocity of the rigidbody at the point worldPoint in global space. - - - The Audio Reverb Filter takes an Audio Clip and distortionates it in a. - - - Moves the rigidbody to position. - - - This selects the space in which to simulate particles. It can be either world or local space. - - - Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. - - - Contact offset value of this collider. - - - The minimum size each particle can be at the time when it is spawned. - - - Limit of angular rotation on the hinge joint. - - - Set/Get reverb preset properties. - - - The Rigidbody2D component attached to this GameObject. (Read Only) - - - Rotates the rigidbody to rotation. - - - Like rolloffscale in global settings, but for reverb room size effect. - - - Forces a rigidbody to sleep at least one frame. - - - Set the particles of this particle system. size is the number of particles that is set. - - - The maximum size each particle can be at the time when it is spawned. - - - The spring attempts to reach a target angle by adding spring and damping forces. - - - The material used by the collider. - - - Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. - - - The Camera attached to this GameObject (Read Only). (null if there is none attached). - - - Value that controls the echo density in the late reverberation decay. - - - The minimum lifetime of each particle, measured in seconds. - - - Is the rigidbody sleeping? - - - Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - - - The maximum lifetime of each particle, measured in seconds. - - - Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - - - Get the particles of this particle system. - - - The minimum number of particles that will be spawned every second. - - - Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. - - - The Light attached to this GameObject (Read Only). (null if there is none attached). - - - The maximum number of particles that will be spawned every second. - - - Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. - - - Enables the joint's motor. - - - Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. - - - The Animation attached to this GameObject (Read Only). (null if there is none attached). - - - Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. - - - Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. - - - Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. - - - Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. - - - Fastforwards the particle system by simulating particles over given period of time, then pauses it. - - - Fastforwards the particle system by simulating particles over given period of time, then pauses it. - - - Fastforwards the particle system by simulating particles over given period of time, then pauses it. - - - Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. - - - The shared physic material of this collider. - - - Plays the particle system. - - - Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. - - - Plays the particle system. - - - Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. - - - Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. - - - The world space bounding volume of the collider. - - - Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. - - - Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. - - - The amount of the emitter's speed that the particles inherit. - - - The starting speed of particles in world space, along X, Y, and Z. - - - The ConstantForce attached to this GameObject (Read Only). (null if there is none attached). - - - Use this class to record to an AudioClip using a connected microphone. - - - Forces a rigidbody to wake up. - - - The Renderer attached to this GameObject (Read Only). (null if there is none attached). - - - Stops playing the particle system. - - - Stops playing the particle system. - - - A list of available microphone devices, identified by name. - - - The closest point to the bounding box of the attached collider. - - - The AudioSource attached to this GameObject (Read Only). (null if there is none attached). - - - The GUIText attached to this GameObject (Read Only). (null if there is none attached). - - - Start Recording with device. - - - Tests if a rigidbody would collide with anything, if it was moved through the scene. - - - Tests if a rigidbody would collide with anything, if it was moved through the scene. - - - Casts a Ray that ignores all Colliders except this one. - - - The starting speed of particles along X, Y, and Z, measured in the object's orientation. - - - A random speed along X, Y, and Z that is added to the velocity. - - - If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. - - - Pauses playing the particle system. - - - Pauses playing the particle system. - - - If enabled, the particles will be spawned with random rotations. - - - The angular velocity of new particles in degrees per second. - - - A random angular velocity modifier for new particles. - - - Remove all particles in the particle system. - - - Remove all particles in the particle system. - - - The NetworkView attached to this GameObject (Read Only). (null if there is none attached). - - - Stops recording. - - - The GUITexture attached to this GameObject (Read Only). (null if there is none attached). - - - A box-shaped primitive collider. - - - The Collider attached to this GameObject (Read Only). (null if there is none attached). - - - Does the system have any live particles (or will produce more)? - - - Does the system have any live particles (or will produce more)? - - - Returns a copy of all particles and assigns an array of all particles to be the current particles. - - - The current number of particles (Read Only). - - - Turns the ParticleEmitter on or off. - - - Like Rigidbody.SweepTest, but returns all hits. - - - Removes all particles from the particle emitter. - - - Like Rigidbody.SweepTest, but returns all hits. - - - Query if a device is currently recording. - - - Emit a number of particles. - - - Emit a number of particles. - - - Emit a number of particles. - - - Emit a number of particles. - - - Get the position in samples of the recording. - - - Advance particle simulation by given time. - - - - - - Emit count particles immediately. - - - Emit count particles immediately. - - - Emit count particles immediately. - - - Get the frequency capabilities of a device. - - - Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. - - - The JointMotor is used to motorize a joint. - - - The center of the box, measured in the object's local space. - - - The size of the box, measured in the object's local space. - - - Enables the joint's limits. - - - The motor will apply a force up to force to achieve targetVelocity. - - - Movie Textures are textures onto which movies are played back. - - - Returns the AudioClip belonging to the MovieTexture. - - - Value that controls the modal density in the late reverberation decay. - - - Set this to true to make the movie loop. - - - The Audio Low Pass Filter filter passes low frequencies of an. - - - Interface to control AnimatorOverrideController. - - - The Controller that the AnimatorOverrideController overrides. - - - Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. - - - Returns the list of orignal clip from the controller and their override clip. - - - The motor will apply a force. - - - Determines how much the filter's self-resonance is dampened. - - - If freeSpin is enabled the motor will only accelerate but never slow down. - - - Returns whether the movie is playing or not. - - - Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used. - - - The Collider2D component attached to this object. - - - Enables the joint's spring. - - - (Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag & color cycling to your particle emitters. - - - JointSpring is used add a spring force to HingeJoint and PhysicMaterial. - - - The HingeJoint attached to this GameObject (Read Only). (null if there is none attached). - - - The spring forces used to reach the target position. - - - Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve. - - - Do particles cycle their color over their lifetime? - - - World space axis the particles rotate around. - - - The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached). - - - AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation. - - - 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 damper force uses to dampen the spring. - - - String parameter that is stored in the event and will be sent to the function. - - - The target position the joint attempts to reach. - - - The time, in seconds, that the movie takes to play back completely. - - - The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached). - - - Local space axis the particles rotate around. - - - This enum controlls culling of Animation component. - - - Float parameter that is stored in the event and will be sent to the function. - - - Creates a game object with a primitive mesh renderer and appropriate collider. - - - The Audio High Pass Filter passes high frequencies of an AudioSource and. - - - The animation component is used to play back animations. - - - Starts playing the movie. - - - Stops playing the movie, and rewinds it to the beginning. - - - A sphere-shaped primitive collider. - - - Int parameter that is stored in the event and will be sent to the function. - - - The default animation. - - - How the particle sizes grow over their lifetime. - - - Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - The angular velocity of the joint in degrees per second. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - Returns the component of Type type if the game object has one attached, null if it doesn't. - - - Pauses playing the movie. - - - Object reference parameter that is stored in the event and will be sent to the function. - - - Should the default animation clip (the Animation.clip property) automatically start playing on startup? - - - The name of the function that will be called. - - - How should time beyond the playback range of the clip be treated? - - - The current angle in degrees of the joint relative to its rest position. (Read Only) - - - Are we playing any animations? - - - When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. - - - The time at which the event will be fired off. - - - When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user. - - - Determines how much the filter's self-resonance isdampened. - - - Function call options. - - - Controls culling of this Animation component. - - - The Audio Distortion Filter distorts the sound from an AudioSource or. - - - Returns true if this Animation event has been fired by an Animation component. - - - AABB of this Animation animation component in local space. - - - Distortion value. 0.0 to 1.0. Default = 0.5. - - - Returns true if this Animation event has been fired by an Animator component. - - - The Audio Echo Filter repeats a sound after a given Delay, attenuating. - - - The center of the sphere in the object's local space. - - - Echo delay in ms. 10 to 5000. Default = 500. - - - The radius of the sphere measured in the object's local space. - - - Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5. - - - The animation state that fired this event (Read Only). - - - Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0. - - - A structure describing the webcam device. - - - The animator state info related to this event (Read Only). - - - Stops all playing animations that were started with this Animation. - - - Stops all playing animations that were started with this Animation. - - - Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0. - - - The animator clip info related to this event (Read Only). - - - A mesh collider allows you to do collision detection between meshes and primitives. - - - Returns the component of Type type in the GameObject or any of its children using depth first search. - - - Returns the component of Type type in the GameObject or any of its children using depth first search. - - - Stores keyframe based animations. - - - A human-readable name of the device. Varies across different systems. - - - Rewinds the animation named name. - - - A random force added to particles every frame. - - - Rewinds the animation named name. - - - The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance. - - - The mode of the Animator's recorder. - - - The mesh object used for collision detection. - - - Information about what animation clips is played and its weight. - - - Samples animations at the current state. - - - Information about clip been played and blended by the Animator. - - - True if camera faces the same direction a screen does, false otherwise. - - - The force being applied to particles every frame. - - - Returns the animation clip played by the Animator. - - - The spring force used to keep the two objects together. - - - Returns the blending weight used by the Animator to blend this clip. - - - The damper force used to dampen the spring force. - - - The minimum distance between the bodies relative to their initial distance. - - - Use a convex collider from the mesh. - - - The maximum distance between the bodies relative to their initial distance. - - - Finds component in the parent. - - - Finds component in the parent. - - - Culling mode for the Animator. - - - Is the animation named name playing? - - - Animation length in seconds. (Read Only) - - - Returns all components of Type type in the GameObject. - - - Plays an animation without any blending. - - - Plays an animation without any blending. - - - Plays an animation without any blending. - - - Plays an animation without any blending. - - - Returns all components of Type type in the GameObject. - - - Returns all components of Type type in the GameObject. - - - Returns all components of Type type in the GameObject. - - - Frame rate at which keyframes are sampled. (Read Only) - - - The update mode of the Animator. - - - Fades the animation with name animation in over a period of time seconds and fades other animations out. - - - Fades the animation with name animation in over a period of time seconds and fades other animations out. - - - Fades the animation with name animation in over a period of time seconds and fades other animations out. - - - Information about the current or next state. - - - Uses interpolated normals for sphere collisions instead of flat polygonal normals. - - - Blends the animation named animation towards targetWeight over the next time seconds. - - - Blends the animation named animation towards targetWeight over the next time seconds. - - - Blends the animation named animation towards targetWeight over the next time seconds. - - - A capsule-shaped primitive collider. - - - WebCam Textures are textures onto which the live video input is rendered. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - Sets the default wrap mode used in the animation state. - - - The full path hash for this state. - - - Returns all components of Type type in the GameObject or any of its children. - - - Returns all components of Type type in the GameObject or any of its children. - - - The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position. - - - How much particles are slowed down every frame. - - - AABB of this Animation Clip in local space of Animation component that it is attached too. - - - Cross fades an animation after previous animations has finished playing. - - - Cross fades an animation after previous animations has finished playing. - - - Cross fades an animation after previous animations has finished playing. - - - Cross fades an animation after previous animations has finished playing. - - - The center of the capsule, measured in the object's local space. - - - Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ). - - - Plays an animation after previous animations has finished playing. - - - Plays an animation after previous animations has finished playing. - - - Plays an animation after previous animations has finished playing. - - - Returns true if the animation contains curve that drives a humanoid rig. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Returns all components of Type type in the GameObject or any of its parents. - - - Animation Events for this animation clip. - - - Does the GameObject of this particle animator auto destructs? - - - Adds a clip to the animation with name newName. - - - Adds a clip to the animation with name newName. - - - Adds a clip to the animation with name newName. - - - Returns if the camera is currently playing. - - - Remove clip from the animation list. - - - Remove clip from the animation list. - - - The limits defined by the CharacterJoint. - - - Get the number of clips currently assigned to this animation. - - - Plays an animation without any blending. - - - Plays an animation without any blending. - - - Activates/Deactivates the GameObject. - - - Colors the particles will cycle through over their lifetime. - - - Set this to specify the name of the device to use. - - - Samples an animation at a given time for any animated properties. - - - The hashed name of the State. - - - Assigns the curve to animate a specific property. - - - Set the requested frame rate of the camera device (in frames per second). - - - Is this game object tagged with tag ? - - - The limit position/angle of the joint. - - - The rendering mode for legacy particles. - - - The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name. - - - The radius of the sphere, measured in the object's local space. - - - The AnimationState gives full control over animation blending. - - - In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves. - - - If greater than zero, the limit is soft. The spring will pull the joint back. - - - Normalized time of the State. - - - If spring is greater than zero, the limit is soft. - - - Clears all curves from the clip. - - - Current duration of the state. - - - Adds an animation event to the clip. - - - When the joint hits the limit, it can be made to bounce off it. - - - The Tag of the State. - - - Enables / disables the animation. - - - Distance inside the limit value at which the limit will be considered to be active by the solver. Setting this low can cause jittering, but runs fast. Setting high can deduce jittering, but runs the solver more often. (0 = use defaults) - - - Is the state looping. - - - The weight of animation. - - - Wrapping mode of the animation. - - - The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint. - - - Does name match the name of the active state in the statemachine? - - - (Legacy Particles) Renders particles on to the screen. - - - The current time of the animation. - - - Does tag match the tag of the active state in the statemachine. - - - The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft. - - - How particles are drawn. - - - The normalized time of the animation. - - - Information about the current transition. - - - A single keyframe that can be injected into an animation curve. - - - The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero. - - - How much are the particles stretched in their direction of motion. - - - The playback speed of the animation. 1 is normal playback speed. - - - The unique name of the Transition. - - - How much are the particles strectched depending on "how fast they move". - - - The normalized playback speed. - - - The simplified name of the Transition. - - - How much are the particles strected depending on the Camera's speed. - - - Returns one active GameObject tagged tag. Returns null if no GameObject was found. - - - The user-specidied name of the Transition. - - - The length of the animation clip in seconds. - - - Clamp the maximum particle size. - - - The clip that is being played by this animation state. - - - Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. - - - The ConfigurableJoint attempts to attain position / velocity targets based on this flag. - - - The height of the capsule meased in the object's local space. - - - The time of the keyframe. - - - Set the requested width of the camera device. - - - Set horizontal tiling count. - - - Normalized time of the Transition. - - - The name of the animation. - - - The value of the curve at keyframe. - - - Set vertical tiling count. - - - Which blend mode should be used? - - - Returns true if the transition is from an AnyState node, or from Animator.CrossFade(). - - - Set uv animation cycles. - - - The direction of the capsule. - - - Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. - - - Does name match the name of the active Transition. - - - Adds a transform which should be animated. This allows you to reduce the number of animations you have to create. - - - Determines how to snap physics joints back to its constrained position when it drifts off too much. - - - Removes a transform which should be animated. - - - Does userName match the name of the active Transition. - - - Set the requested height of the camera device. - - - Returns if the WebCamTexture is non-readable. (iOS only). - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. - - - How the joint's movement will behave along its local X axis. - - - Describes the tangent when approaching this point from the previous point in the curve. - - - Return a list of available devices. - - - Describes the tangent when leaving this point towards the next point in the curve. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Calls the method named methodName on every MonoBehaviour in this game object. - - - Option for how to apply a force using Rigidbody.AddForce. - - - To specify position and rotation weight mask for Animator::MatchTarget. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Calls the method named methodName on every MonoBehaviour in this game object or any of its children. - - - Whether the drive should attempt to reach position, velocity, both or nothing. - - - WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire. - - - Position XYZ weight. - - - Global physics properties and helper methods. - - - Returns an clockwise angle, which can be used to rotate a polygon so camera contents are shown in correct orientation. - - - Target. - - - A collection of curves form an AnimationClip. - - - Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position. - - - Adds a component class named className to the game object. - - - Adds a component class named className to the game object. - - - Extremum point slip (default 1). - - - Rotation weight. - - - Returns if the texture image is vertically flipped. - - - Resistance strength against the Position Spring. Only used if mode includes Position. - - - Did the video buffer update this frame? - - - Finds a game object by name and returns it. - - - Adds a component class named className to the game object. - - - All keys defined in the animation curve. - - - The number of keys in the curve. (Read Only) - - - Starts the camera. - - - IK Goal. - - - Amount of force applied to push the object toward the defined direction. - - - The behaviour of the animation before the first keyframe. - - - The behaviour of the animation after the last keyframe. - - - Pauses the camera. - - - Evaluate the curve at time. - - - Stops the camera. - - - Add a new key to the curve. - - - Add a new key to the curve. - - - Removes the keyframe at index and inserts key. - - - Force at the extremum slip (default 20000). - - - Removes a key. - - - Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis. - - - The gravity applied to all rigid bodies in the scene. - - - Asymptote point slip (default 2). - - - The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive. - - - Smooth the in and out tangents of the keyframe at index. - - - The default contact offset of the newly created colliders. - - - A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd. - - - An ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd. - - - Force at the asymptote slip (default 10000). - - - Multiplier for the extremumValue and asymptoteValue values (default 1). - - - Interface to control the Mecanim animation system. - - - Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive. - - - Position, rotation and scale of an object. - - - The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive. - - - Used by Animation.Play function. - - - The default angular velocity, below which objects start sleeping (default 0.14). Must be positive. - - - The position of the transform in world space. - - - Used by Animation.Play function. - - - The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive. - - - Position of the transform relative to the parent transform. - - - Contact information for the wheel, reported by WheelCollider. - - - The other Collider the wheel is hitting. - - - Used by Animation.Play function. - - - Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy. - - - The default solver iteration count permitted for any rigid bodies (default 7). Must be positive. - - - Returns true if the current rig is humanoid, false if it is generic. - - - The point of contact between the wheel and the ground. - - - The mass-normalized energy threshold, below which objects start going to sleep. - - - Returns true if the current rig has root motion. - - - Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic). - - - Gets the avatar delta position for the last evaluated frame. - - - Gets the avatar delta rotation for the last evaluated frame. - - - The normal at the point of contact. - - - The rotation as Euler angles in degrees. - - - The direction the wheel is pointing in. - - - Gets the avatar velocity for the last evaluated frame. - - - The sideways direction of the wheel. - - - Gets the avatar angular velocity for the last evaluated frame. - - - The magnitude of the force being applied for the contact. - - - The rotation as Euler angles in degrees relative to the parent transform's rotation. - - - Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. - - - The red axis of the transform in world space. - - - Tire slip in the sideways direction. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - The green axis of the transform in world space. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - Casts a ray against all colliders in the scene. - - - The blue axis of the transform in world space. - - - The secondary axis around which the joint can rotate. - - - The rotation of the transform in world space stored as a Quaternion. - - - The configuration of the spring attached to the twist limits of the joint. - - - The rotation of the transform relative to the parent transform's rotation. - - - The scale of the transform relative to the parent. - - - The parent of the transform. - - - Class to build avatars from user scripts. - - - IK Hint. - - - Matrix that transforms a point from world space into local space (Read Only). - - - The type of the parameter. - - - Matrix that transforms a point from local space into world space (Read Only). - - - Returns the topmost transform in the hierarchy. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - Casts a ray through the scene and returns all hits. Note that order is not guaranteed. - - - The number of children the Transform has. - - - The root position, the position of the game object. - - - The global scale of the object (Read Only). - - - The root rotation, the rotation of the game object. - - - Has the transform changed since the last time the flag was set to 'false'? - - - Returns true if there is any collider intersecting the line between start and end. - - - Returns true if there is any collider intersecting the line between start and end. - - - Returns true if there is any collider intersecting the line between start and end. - - - Returns true if there is any collider intersecting the line between start and end. - - - Should root motion be applied? - - - The configuration of the spring attached to the swing limits of the joint. - - - 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. - - - Returns an array with all colliders touching or inside the sphere. - - - Returns an array with all colliders touching or inside the sphere. - - - Specifies the update mode of the Animator. - - - A Splat prototype is just a texture that is used by the TerrainData. - - - Set the parent of the transform. - - - Set the parent of the transform. - - - Returns true if the object has a transform hierarchy. - - - Texture of the splat applied to the Terrain. - - - The current gravity weight based on current animations that are played. - - - The position of the body center of mass. - - - Moves the transform in the direction and distance of translation. - - - Moves the transform in the direction and distance of translation. - - - Moves the transform in the direction and distance of translation. - - - Moves the transform in the direction and distance of translation. - - - Moves the transform in the direction and distance of translation. - - - Moves the transform in the direction and distance of translation. - - - The rotation of the body center of mass. - - - A special collider for vehicle wheels. - - - Automatic stabilization of feet during transition and blending. - - - Normal map of the splat applied to the Terrain. - - - The AnimatorController layer count. - - - Read only acces to the AnimatorControllerParameters used by the animator. - - - Size of the tile used in the texture of the SplatPrototype. - - - 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). - - - Offset of the tile texture of the SplatPrototype. - - - 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). - - - 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). - - - 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). - - - 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). - - - 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). - - - 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. - - - Create a humanoid avatar. - - - Gets the pivot weight. - - - The center of the wheel, measured in the object's local space. - - - Get the current position of the pivot. - - - Rotates the transform about axis passing through point in world coordinates by angle degrees. - - - The radius of the wheel, measured in local space. - - - If automatic matching is active. - - - The metallic value of the splat layer. - - - The playback speed of the Animator. 1 is normal playback speed. - - - The smoothness value of the splat layer when the main texture has no alpha channel. - - - Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). - - - Rotates the transform so the forward vector points at /target/'s current position. - - - Rotates the transform so the forward vector points at /target/'s current position. - - - Rotates the transform so the forward vector points at /target/'s current position. - - - Rotates the transform so the forward vector points at /target/'s current position. - - - The lower limit around the primary axis of the character joint. - - - Contains information about a tree placed in the Terrain game object. - - - Transforms direction from local space to world space. - - - Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)). - - - Transforms direction from local space to world space. - - - Position of the tree. - - - Controls culling of this Animator component. - - - Sets the playback position in the recording buffer. - - - Width scale of this instance (compared to the prototype's size). - - - Maximum extension distance of wheel suspension, measured in local space. - - - Start time of the first frame of the buffer relative to the frame at which StartRecording was called. - - - Height scale of this instance (compared to the prototype's size). - - - Rotation of the tree on X-Z plane (in radians). - - - The upper limit around the primary axis of the character joint. - - - End time of the recorded clip relative to when StartRecording was called. - - - Color of this instance. - - - Gets the mode of the Animator recorder. - - - The runtime representation of AnimatorController that controls the Animator. - - - Lightmap color calculated for this instance. - - - The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. - - - Gets/Sets the current Avatar. - - - Index of this instance in the TerrainData.treePrototypes array. - - - Additional layers affects the center of mass. - - - Create a new generic avatar. - - - Get left foot bottom height. - - - Get right foot bottom height. - - - Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)). - - - Gets the value of a float parameter. - - - Gets the value of a float parameter. - - - Runtime reprentation of the AnimatorController. It can be used to change the Animator's controller during runtime. - - - Retrieves all AnimationClip used by the controller. - - - The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps. - - - Human Body Bones. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Casts a capsule against all colliders in the scene and returns detailed information on what was hit. - - - Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. - - - Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. - - - Transforms vector from local space to world space. - - - Transforms vector from local space to world space. - - - Avatar definition. - - - Returns pixel color at coordinates (x, y). - - - Get a block of pixel colors. - - - Get a block of pixel colors. - - - Transforms a vector from world space to local space. The opposite of Transform.TransformVector. - - - Transforms a vector from world space to local space. The opposite of Transform.TransformVector. - - - Returns the pixels data in raw format. - - - Returns the pixels data in raw format. - - - Application point of suspension/tire forces. This is specified as a distance in metres along the local up vector of the vehicle's rigid body from the base of the wheel at its rest coordinate (the rest coordinate of the wheel is determined by the value WheelCollider.spring.targetPosition). This parameter simulates the effective roll center of the suspension geometry. For a standard family car the value of forceAppPointDistance should be tuned to place the application point approximately 0.3m below the rigid body center of mass. Moving the application point downwards introduces more roll when cornering, while moving it upwards results in less roll when cornering. The force application point is typically below the rigid body center of mass.Please note that having this parameter equal to zero could be undesirable as it contributes to simulation instability in certain configurations. Once you observe your vehicle failing to go asleep resting on flat surface, exhibiting jittering behavior or drifting along the surface when no user input is applied, check the forceAppPointDistance values. In the editor, when a WheelCollider game object is selected, there is a green spherical gizmo displayed to show where the force application point is at the moment. Try increasing forceAppPointDistance value gradually, until you're satisfied with the result. - - - The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). - - - This class define a pair of clip used by See Also: AnimatorOverrideController. - - - The damping rate of the wheel. Must be larger than zero. - - - The original clip from the controller. - - - The override animation clip. - - - Sets the value of a float parameter. - - - Sets the value of a float parameter. - - - Properties of tire friction in the direction the wheel is pointing in. - - - Sets the value of a float parameter. - - - Sets the value of a float parameter. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Transforms position from local space to world space. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Transforms position from local space to world space. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Casts a sphere along a ray and returns detailed information on what was hit. - - - Width of the terrain in samples (Read Only). - - - The limit around the primary axis of the character joint. - - - Gets the value of a bool parameter. - - - Gets the value of a bool parameter. - - - Properties of tire friction in the sideways direction. - - - Class that specifes some information about a renderable character. - - - Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. - - - Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. - - - Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects. - - - Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. - - - Sets the value of a bool parameter. - - - Sets the value of a bool parameter. - - - Transforms position from world space to local space. The opposite of Transform.TransformPoint. - - - Transforms position from world space to local space. The opposite of Transform.TransformPoint. - - - Return true if this avatar is a valid human avatar. - - - Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. - - - Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates. - - - The limit around the primary axis of the character joint. - - - Position of the character cursor in local (text generated) space. - - - Unparents all children. - - - Height of the terrain in samples (Read Only). - - - Gets the value of an integer parameter. - - - Gets the value of an integer parameter. - - - Brake torque expressed in Newton metres. - - - Details of all the human bone and muscle types defined by Mecanim. - - - Resolution of the heightmap. - - - 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. - - - Character width. - - - Sets the value of an integer parameter. - - - Move the transform to the start of the local transfrom list. - - - Sets the value of an integer parameter. - - - The size of each heightmap sample. - - - Checks if any colliders overlap a capsule-shaped volume in world space. - - - Checks if any colliders overlap a capsule-shaped volume in world space. - - - Steering angle in degrees, always around the local y-axis. - - - Obtain the muscle index for a particular bone index and "degree of freedom". - - - - - - Information about a generated line of text. - - - Move the transform to the end of the local transfrom list. - - - The total size in world units of the terrain. - - - Indicates whether the wheel currently collides with something (Read Only). - - - Index of the first character in the line. - - - The thickness of the terrain used for collision detection. - - - Sets the sibling index. - - - The mass supported by this WheelCollider. - - - Strength of the waving grass in the terrain. - - - - - - Return the bone to which a particular muscle is connected. - - - Gets the sibling index. - - - Height of the line. - - - Amount of waving grass in the terrain. - - - Makes the collision detection system ignore all collisions between collider1 and collider2. - - - Makes the collision detection system ignore all collisions between collider1 and collider2. - - - Speed of the waving grass. - - - Current wheel axle rotation speed, in rotations per minute (Read Only). - - - Constrains movement for a ConfigurableJoint along the 6 axes. - - - Color of the waving grass that the terrain has. - - - Finds a child by name and returns it. - - - Sets a trigger parameter to active. - - - Sets a trigger parameter to active. - - - Class that can be used to generate text for rendering. - - - Is the bone a member of the minimal set of bones that Mecanim requires for a human model? - - - Control ConfigurableJoint's rotation with either X & YZ or Slerp Drive. - - - Gets ground collision data for the wheel. - - - Detail width of the TerrainData. - - - Resets the trigger parameter to false. - - - Resets the trigger parameter to false. - - - Is this transform a child of /parent/? - - - 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. - - - Rotates the transform about axis passing through point in world coordinates by angle degrees. - - - 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 true if a parameter is controlled by an additional curve on an animation. - - - Returns true if a parameter is controlled by an additional curve on an animation. - - - Detail height of the TerrainData. - - - Returns a transform child by index. - - - Gets the position of an IK goal. - - - Detail Resolution of the TerrainData. - - - The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion. - - - Sets the position of an IK goal. - - - Contains the detail texture/meshes that the terrain has. - - - Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle. - - - Contains the current trees placed in the terrain. - - - Gets the rotation of an IK goal. - - - Get the default minimum value of rotation for a muscle in degrees. - - - Returns the number of tree instances. - - - The interface to get time information from Unity. - - - Extents of the generated text in rect format. - - - The list of tree prototypes this are the ones available in the inspector. - - - Structure used to get information back from a raycast. - - - The joint's secondary axis. - - - The impact point in world space where the ray hit the collider. - - - Number of alpha map layers. - - - Get the default maximum value of rotation for a muscle in degrees. - - - Resolution of the alpha map. - - - Simple class that contains a pointer to a tree prototype. - - - The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. - - - Width of the alpha map. - - - The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded. - - - The normal of the surface the ray hit. - - - Height of the alpha map. - - - The time in seconds it took to complete the last frame (Read Only). - - - Sets the rotation of an IK goal. - - - The barycentric coordinate of the triangle we hit. - - - Number of vertices generated. - - - Resolution of the base map used for rendering far patches on the terrain. - - - Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit. - - - Retrieves the actual GameObect used by the tree. - - - Are collisions between layer1 and layer2 being ignored? - - - Splat texture used by the terrain. - - - Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). - - - The distance from the ray's origin to the impact point. - - - The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game. - - - Gets the height at a certain point x,y. - - - Bend factor of the tree prototype. - - - The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game. - - - Gets an interpolated height at a point x,y. - - - Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit. - - - Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal). - - - The timeScale-independent time in seconds it took to complete the last frame (Read Only). - - - Get an array of heightmap samples. - - - Use these flags to constrain motion of Rigidbodies. - - - Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). - - - The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed. - - - Set an array of heightmap samples. - - - The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate). - - - Render mode for detail prototypes. - - - Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal). - - - A smoothed out Time.deltaTime (Read Only). - - - 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 gradient of the terrain at point &amp;amp;amp;lt;x,y&amp;amp;amp;gt;. - - - Gets the position of an IK hint. - - - Get an interpolated normal at a given location. - - - Java interface implemented by the proxy. - - - Sets the position of an IK hint. - - - The number of characters that have been generated. - - - Set the resolution of the detail map. - - - 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. - - - 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. - - - The scale at which the time is passing. This can be used for slow motion effects. - - - Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint). - - - Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object. - - - The total number of frames that have passed (Read Only). - - - Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint). - - - Returns an array of all supported detail layer indices in the area. - - - Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject. - - - Sets the look at position. - - - Returns a 2D array of the detail object density in the specific location. - - - Set look at weights. - - - Set look at weights. - - - The RequireComponent attribute lets automatically add required component as a dependency. - - - The number of characters that have been generated and are included in the visible lines. - - - Set look at weights. - - - Set look at weights. - - - Detail prototype used by the Terrain GameObject. - - - Set look at weights. - - - Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit. - - - The index of the triangle that was hit. - - - Sets the detail layer density map. - - - The real time in seconds since the game started (Read Only). - - - Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. - - - Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found. - - - Number of text lines generated. - - - The uv texture coordinate at the impact point. - - - 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. - - - Slows game playback time to allow screenshots to be saved between frames. - - - The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component->Scripts" menu. - - - Return all StateMachineBehaviour that match type T or derived from T. Return null if none are found. - - - Return all StateMachineBehaviour that match type T or derived from T. Return null if none are found. - - - 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. - - - Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit. - - - Gets name of the layer. - - - The order of the component in the component menu (lower is higher to the top). - - - Gets the index of the layer with specified name. - - - Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit. - - - Gets the layer's current weight. - - - Sets the layer's current weight. - - - The size of the font that was found if using best fit mode. - - - Gets the current State information on a specified AnimatorController layer. - - - Gets the next State information on a specified AnimatorController layer. - - - Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit. - - - Gets the Transition information on a specified AnimatorController layer. - - - Gets the list of AnimatorClipInfo currently played by the current state. - - - Returns the alpha map at a position x, y given a width and height. - - - The secondary uv texture coordinate at the impact point. - - - Gets the list of AnimatorClipInfo currently played by the next state. - - - Assign all splat values in the given map area. - - - Gets the list of AnimatorClipInfo currently played by the current state. - - - The configuration of the spring attached to the linear limit of the joint. - - - Array of generated vertices. - - - - - - Class for generating random data. - - - Is the specified AnimatorController layer in a transition. - - - The configuration of the spring attached to the angular X limit of the joint. - - - Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. - - - Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. - - - GameObject used by the DetailPrototype. - - - Sets the seed for the random number generator. - - - Interrupts the automatic target matching. - - - Interrupts the automatic target matching. - - - The configuration of the spring attached to the angular Y and angular Z limits of the joint. - - - Enum provding terrain rendering options. - - - Array of generated characters. - - - Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only). - - - Texture used by the DetailPrototype. - - - The uv lightmap coordinate at the impact point. - - - Create a dynamic transition between the current state and the destination state. - - - Create a dynamic transition between the current state and the destination state. - - - Render heightmap. - - - Create a dynamic transition between the current state and the destination state. - - - Create a dynamic transition between the current state and the destination state. - - - Create a dynamic transition between the current state and the destination state. - - - Create a dynamic transition between the current state and the destination state. - - - Plays a state. - - - Plays a state. - - - Plays a state. - - - Plays a state. - - - Plays a state. - - - Plays a state. - - - Sets an AvatarTarget and a targetNormalizedTime for the current state. - - - Returns true if the transform is controlled by the Animator\. - - - Returns transform mapped to this human bone id. - - - Sets the animator in playback mode. - - - Minimum width of the grass billboards (if render mode is GrassBillboard). - - - The Collider that was hit. - - - Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic. - - - Sets the animator in recording mode, and allocates a circular buffer of size frameCount. - - - Boundary defining movement restriction, based on distance from the joint's origin. - - - Stops animator record mode. - - - Maximum width of the grass billboards (if render mode is GrassBillboard). - - - Returns true if the AnimatorState is present in the Animator's controller. - - - Information about each generated text line. - - - Generates an parameter id from a string. - - - Boundary defining lower rotation restriction, based on delta from original rotation. - - - Returns the current UILineInfo. - - - Returns a random point inside a sphere with radius 1 (Read Only). - - - Boundary defining upper rotation restriction, based on delta from original rotation. - - - The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. - - - Minimum height of the grass billboards (if render mode is GrassBillboard). - - - Returns the current UICharInfo. - - - Returns a random point inside a circle with radius 1 (Read Only). - - - Maximum height of the grass billboards (if render mode is GrassBillboard). - - - Render trees. - - - How spread out is the noise for the DetailPrototype. - - - Render terrain details. - - - Render all options. - - - Returns a random point on the surface of a sphere with radius 1 (Read Only). - - - Bend factor of the detailPrototype. - - - Returns a random rotation (Read Only). - - - Returns a random rotation with uniform distribution (Read Only). - - - Color when the DetailPrototypes are "healthy". - - - Boundary defining rotation restriction, based on delta from original rotation. - - - Returns a random float number between and min [inclusive] and max [exclusive] (Read Only). - - - Returns a random float number between and min [inclusive] and max [exclusive] (Read Only). - - - Boundary defining rotation restriction, based on delta from original rotation. - - - The Terrain component renders the terrain. - - - Color when the DetailPrototypes are "dry". - - - Returns the current UILineInfo. - - - The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. - - - Render mode for the DetailPrototype. - - - The maximum distance at which trees are rendered. - - - The desired position that the joint should move into. - - - The Transform of the rigidbody or collider that was hit. - - - Base class for all yield instructions. - - - Evaluates the animator based on deltaTime. - - - Rebind all the animated properties and mesh data with the Animator. - - - Mark the text generator as invalid. This will force a full text generation the next time Populate is called. - - - Gets the value of a vector parameter. - - - Gets the value of a vector parameter. - - - Sets the value of a vector parameter. - - - Sets the value of a vector parameter. - - - Describes how physic materials of colliding objects are combined. - - - The desired velocity that the joint should move along. - - - Gets the value of a quaternion parameter. - - - Gets the value of a quaternion parameter. - - - Sets the value of a quaternion parameter. - - - Sets the value of a quaternion parameter. - - - 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. - - - An exception thrown by the PlayerPrefs class in a web player build. - - - The name of the parameter. - - - Distance from the camera where trees will be rendered as billboards only. - - - Returns the hash of the parameter based on its name. - - - Definition of how the joint's movement will behave along its local X axis. - - - The type of the parameter. - - - Total distance delta that trees will use to transition from billboard orientation to mesh orientation. - - - The default bool value for the parameter. - - - Physics material describes how to handle colliding objects (friction, bounciness). - - - Maximum number of trees rendered at full LOD. - - - Definition of how the joint's movement will behave along its local Y axis. - - - The default bool value for the parameter. - - - The friction used when already moving. This value has to be between 0 and 1. - - - The default bool value for the parameter. - - - Detail objects will be displayed up to this distance. - - - Stores and accesses player preferences between game sessions. - - - Sets the value of the preference identified by key. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - Definition of how the joint's movement will behave along its local Z axis. - - - Sets the value of the preference identified by key. - - - Various utilities for animator manipulation. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - The friction coefficient used when an object is lying on a surface. - - - 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. - - - Sets the value of the preference identified by key. - - - This function will recreate all transform hierarchy under GameObject. - - - Returns the value corresponding to key in the preference file if it exists. - - - Returns the value corresponding to key in the preference file if it exists. - - - This is a Quaternion. It defines the desired rotation that the joint should rotate into. - - - Density of detail objects. - - - Populate the given List with UICharInfo. - - - How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy. - - - Returns true if key exists in the preferences. - - - The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero. - - - Collect Detail patches from memory. - - - Removes key and its corresponding value from the preferences. - - - An approximation of how many pixels the terrain will pop in the worst case when switching lod. - - - Removes all keys and values from the preferences. Use with caution. - - - If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2. - - - Lets you essentially lower the heightmap resolution used for rendering. - - - Writes all modified preferences to disk. - - - Heightmap patches beyond basemap distance will use a precomputed low res basemap. - - - Populate the given list with UILineInfo. - - - The index of the lightmap applied to this renderer. - - - This is a Vector3. It defines the desired angular velocity that the joint should rotate into. - - - Should terrain cast shadows?. - - - Populate the given list with generated Vertices. - - - How reflection probes are used for terrain. See ReflectionProbeUsage. - - - Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose. - - - The type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType. - - - Given a string and settings, returns the preferred width for a container that would hold this text. - - - The name of the Transform mapped to the bone. - - - The T-pose position of the bone in local space. - - - AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. - - - The T-pose rotation of the bone in local space. - - - Control the object's rotation with either X & YZ or Slerp Drive by itself. - - - The T-pose scaling of the bone in local space. - - - If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2. - - - The custom material used to render the terrain. - - - The specular color of the terrain. - - - Given a string and settings, returns the preferred height for a container that would hold this text. - - - The shininess value of the terrain. - - - Specify if terrain heightmap should be drawn. - - - Determines how the friction is combined. - - - Specify if terrain trees and details should be drawn. - - - IDisposable callback. - - - Calls a Java method on an object (non-static). - - - Call a static Java method on a class. - - - Determines how the bounciness is combined. - - - Get the value of a field in an object (non-static). - - - Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist. - - - Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor. - - - Will generate the vertices and other data for the given string with the given settings. - - - The active terrain. This is a convenience function to get to the main terrain in the scene. - - - The active terrains in the scene. - - - RenderMode for the Canvas. - - - Set the value of a field in an object (non-static). - - - 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. - - - This class stores the rotation limits that define the muscle for a single human bone. - - - Get the value of a static field in an object type. - - - Set the value of a static field in an object type. - - - 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. - - - Retrieve the raw jobject pointer to the Java object. - - - Should this limit use the default values? - - - Retrieve the raw jclass pointer to the Java class. - - - Calls a Java method on an object (non-static). - - - Call a static Java method on a class. - - - IDisposable callback. - - - Element that can be used for screen rendering. - - - Samples the height at the given position defined in world space, relative to the terrain space. - - - Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only. - - - The maximum negative rotation away from the initial value that this muscle can apply. - - - Is the Canvas in World or Overlay mode? - - - AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class. - - - Is this the root Canvas? - - - Helper interface for JNI interaction; signature creation and method lookups. - - - - - - Set debug to true to log calls through the AndroidJNIHelper. - - - The maximum rotation away from the initial value that this muscle can apply. - - - 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. - - - Scans a particular Java class for a constructor method matching a signature. - - - Scans a particular Java class for a constructor method matching a signature. - - - Get the render rect for the Canvas. - - - Scans a particular Java class for a method matching a name and a signature. - - - Scans a particular Java class for a method matching a name and a signature. - - - Scans a particular Java class for a method matching a name and a signature. - - - The default orientation of a bone when no muscle action is applied. - - - Scans a particular Java class for a field matching a name and a signature. - - - Scans a particular Java class for a field matching a name and a signature. - - - Scans a particular Java class for a field matching a name and a signature. - - - Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space. - - - Creates a UnityJavaRunnable object (implements java.lang.Runnable). - - - Creates a java proxy object which connects to the supplied proxy implementation. - - - Length of the bone to which the limit is applied. - - - Creates a Java array from a managed array. - - - The number of pixels per unit that is considered the default. - - - Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI. - - - Deletes any local jni references previously allocated by CreateJNIArgArray(). - - - Scans a particular Java class for a constructor method matching a signature. - - - Scans a particular Java class for a method matching a name and a signature. - - - Allows for nested canvases to override pixelPerfect settings inherited from parent canvases. - - - Creates the JNI signature string for particular object type. - - - Creates the JNI signature string for particular object type. - - - Adds a tree instance to the terrain. - - - Lets you setup the connection between neighboring Terrains. - - - The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy. - - - Creates a managed array from a Java array. - - - Scans a particular Java class for a method matching a name and a signature. - - - Scans a particular Java class for a field matching a name and a signature. - - - Creates the JNI signature string for particular object type. - - - Get the position of the terrain. - - - Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space. - - - Flushes any change done in the terrain so it takes effect. - - - 'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS). - - - Creates a Terrain including collider from TerrainData. - - - The rotation limits that define the muscle for this bone. - - - The type of the material used to render a terrain object. Could be one of the built-in types or custom. - - - - - - Tree Component for the tree creator. - - - - - - Data asociated to the Tree. - - - If enabled, all Target values will be calculated in world space instead of the object's local space. - - - How far away from the camera is the Canvas generated. - - - If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body. - - - Tells if there is wind data exported from SpeedTree are saved on this component. - - - The render order in which the canvas is being emitted to the scene. - - - A force applied constantly. - - - How multiline text should be aligned. - - - The force applied to the rigidbody every frame. - - - Where the anchor of the text is placed. - - - The force - relative to the rigid bodies coordinate system - applied every frame. - - - Attaches the current thread to a Java (Dalvik) VM. - - - Override the sorting of canvas. - - - The torque applied to the rigidbody every frame. - - - Canvas' order within a sorting layer. - - - Unique ID of the Canvas' sorting layer. - - - Detaches the current thread from a Java (Dalvik) VM. - - - The name of the bone to which the Mecanim human bone is mapped. - - - Returns the version of the native method interface. - - - Wrapping modes for text that reaches the horizontal boundary. - - - This function loads a locally-defined class. - - - Converts a java.lang.reflect.Method or java.lang.reflect.Constructor object to a method ID. - - - Name of the Canvas' sorting layer. - - - Converts a java.lang.reflect.Field to a field ID. - - - The name of the Mecanim human bone to which the bone from the model is mapped. - - - Converts a method ID derived from clazz to a java.lang.reflect.Method or java.lang.reflect.Constructor object. - - - Converts a field ID derived from cls to a java.lang.reflect.Field object. - - - Wrapping modes for text that reaches the vertical boundary. - - - If clazz represents any class other than the class Object, then this function returns the object that represents the superclass of the class specified by clazz. - - - Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function. - - - Returns the default material that can be used for rendering normal elements on the Canvas. - - - The torque - relative to the rigid bodies coordinate system - applied every frame. - - - Determines whether an object of clazz1 can be safely cast to clazz2. - - - Mapping between Mecanim bone names and bone names in the rig. - - - The collision detection mode constants used for Rigidbody.collisionDetectionMode. - - - A text string displayed in a GUI. - - - Returns the default material that can be used for rendering text elements on the Canvas. - - - 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. - - - Causes a java.lang.Throwable object to be thrown. - - - The text to display. - - - Constructs an exception object from the specified class with the message specified by message and causes that exception to be thrown. - - - Determines if an exception is being thrown. - - - Prints an exception and a backtrace of the stack to the logcat - - - Clears any exception that is currently being thrown. - - - The Material to use for rendering. - - - Raises a fatal error and does not expect the VM to recover. This function does not return. - - - The pixel offset of the text. - - - Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints. - - - Creates a new local reference frame, in which at least a given number of local references can be created. - - - The font used for the text. - - - 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 result object. - - - Creates a new global reference to the object referred to by the obj argument. - - - Deletes the global reference pointed to by obj. - - - The alignment of the text. - - - Creates a new local reference that refers to the same object as obj. - - - Force all canvases to update their content. - - - Deletes the local reference pointed to by obj. - - - Tests whether two references refer to the same Java object. - - - Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints. - - - Ensures that at least a given number of local references can be created in the current thread. - - - This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid. - - - The anchor of the text. - - - Given a point and a camera is the raycast valid. - - - Defines how the lower leg's roll/twisting is distributed between the knee and ankle. - - - Allocates a new Java object without invoking any of the constructors for the object. - - - 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. - - - The line spacing multiplier. - - - Returns the class of an object. - - - Tests whether an object is an instance of a class. - - - A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state. - - - Returns the method ID for an instance (nonstatic) method of a class or interface. - - - Set the alpha of the group. - - - The tab width multiplier. - - - Is the group interactable (are the elements beneath the group enabled). - - - The font size to use (for dynamic fonts). - - - Does this group block raycasting (allow collision). - - - Amount by which the arm's length is allowed to stretch when using IK. - - - The font style to use (for dynamic fonts). - - - Amount by which the leg's length is allowed to stretch when using IK. - - - Returns the field ID for an instance (nonstatic) field of a class. - - - Should the group ignore parent groups? - - - Enable HTML-style tags for Text Formatting Markup. - - - The color used to render the text. - - - Returns true if the Group allows raycasts. - - - Modification to the minimum distance between the feet of a humanoid model. - - - A script interface for the text mesh component. - - - Returns the method ID for a static method of a class. - - - Vertex class used by a Canvas for managing vertices. - - - Returns the field ID for a static field of a class. - - - Constructs a new java.lang.String object from an array of characters in modified UTF-8 encoding. - - - Vertex position. - - - Returns the length in bytes of the modified UTF-8 representation of a string. - - - The text that is displayed. - - - Returns a managed string object representing the string in modified UTF-8 encoding. - - - Normal. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Vertex color. - - - The Font used. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - UV0. - - - The font size to use (for dynamic fonts). - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - The font style to use (for dynamic fonts). - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - UV1. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - Tangent. - - - Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method. - - - How far should the text be offset from the transform.position.z when drawing. - - - Simple UIVertex with sensible settings for use in the UI system. - - - A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application. - - - This function returns the value of an instance (nonstatic) field of an object. - - - This function returns the value of an instance (nonstatic) field of an object. - - - Is the UIRenderer a mask component. - - - This function returns the value of an instance (nonstatic) field of an object. - - - How lines of text are aligned (Left, Right, Center). - - - This function returns the value of an instance (nonstatic) field of an object. - - - Depth of the renderer realative to the parent canvas. - - - Which point of the text shares the position of the Transform. - - - Depth of the renderer realitive to the root canvas. - - - This function returns the value of an instance (nonstatic) field of an object. - - - This function returns the value of an instance (nonstatic) field of an object. - - - Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. - - - This function returns the value of an instance (nonstatic) field of an object. - - - This function returns the value of an instance (nonstatic) field of an object. - - - The size of each character (This scales the whole text). - - - This function returns the value of an instance (nonstatic) field of an object. - - - Get the current color of the renderer. - - - How much space will be in-between lines of text. - - - Get the current alpha of the renderer. - - - This function returns the value of an instance (nonstatic) field of an object. - - - How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. - - - Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. - - - This function sets the value of an instance (nonstatic) field of an object. - - - Enable HTML-style tags for Text Formatting Markup. - - - This function sets the value of an instance (nonstatic) field of an object. - - - This function sets the value of an instance (nonstatic) field of an object. - - - This function sets the value of an instance (nonstatic) field of an object. - - - The color used to render the text. - - - Set the material for UIRenderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. - - - Specification for how to render a character from the font texture. See Font.characterInfo. - - - This function sets the value of an instance (nonstatic) field of an object. - - - This function sets the value of an instance (nonstatic) field of an object. - - - Unicode value of the character. - - - This function sets the value of an instance (nonstatic) field of an object. - - - Gets the current Material assigned to the UIRenderer. - - - This function sets the value of an instance (nonstatic) field of an object. - - - This function sets the value of an instance (nonstatic) field of an object. - - - This function sets the value of an instance (nonstatic) field of an object. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Set the vertices for the UIRenderer. - - - Set the vertices for the UIRenderer. - - - UV coordinates for the character in the texture. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Remove all cached vertices. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Screen coordinates for the character in generated text meshes. - - - Utility class containing helper methods for working with RectTransform. - - - How far to advance between the beginning of this charcater and the next. - - - Does the RectTransform contain the screen point as seen from the given camera? - - - Convert a given point in screen space into a pixel correct point. - - - The size of the character or 0 if it is the default font size. - - - Given a rect transform, return the corner points in pixel accurate coordinates. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - Transform a screen space point to a position in world space that is on the plane of the given RectTransform. - - - Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method. - - - This function returns the value of a static field of an object. - - - The style of the character. - - - This function returns the value of a static field of an object. - - - This function returns the value of a static field of an object. - - - This function returns the value of a static field of an object. - - - Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle. - - - This function returns the value of a static field of an object. - - - Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well. - - - This function returns the value of a static field of an object. - - - Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well. - - - This function returns the value of a static field of an object. - - - This function returns the value of a static field of an object. - - - Is the character flipped? - - - This function returns the value of a static field of an object. - - - A heightmap based collider. - - - This function returns the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - The terrain that stores the heightmap. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - The horizontal distance from the origin of this character to the origin of the next character. - - - This function ets the value of a static field of an object. - - - This function ets the value of a static field of an object. - - - Convert a managed array of System.Boolean to a Java array of boolean. - - - The width of the glyph image. - - - Convert a managed array of System.Byte to a Java array of byte. - - - Convert a managed array of System.Char to a Java array of char. - - - Convert a managed array of System.Int16 to a Java array of short. - - - Convert a managed array of System.Int32 to a Java array of int. - - - Convert a managed array of System.Int64 to a Java array of long. - - - The height of the glyph image. - - - Convert a managed array of System.Single to a Java array of float. - - - Convert a managed array of System.Double to a Java array of double. - - - Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object. - - - Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object. - - - Convert a Java array of boolean to a managed array of System.Boolean. - - - Convert a Java array of byte to a managed array of System.Byte. - - - The horizontal distance from the origin of this glyph to the begining of the glyph image. - - - Convert a Java array of char to a managed array of System.Char. - - - Convert a Java array of short to a managed array of System.Int16. - - - Convert a Java array of int to a managed array of System.Int32. - - - The minimum extend of the glyph image in the y-axis. - - - Convert a Java array of long to a managed array of System.Int64. - - - Convert a Java array of float to a managed array of System.Single. - - - Convert a Java array of double to a managed array of System.Double. - - - The maximum extend of the glyph image in the y-axis. - - - Convert a Java array of java.lang.Object to a managed array of System.IntPtr, representing Java objects. - - - The minium extend of the glyph image in the x-axis. - - - Returns the number of elements in the array. - - - Construct a new primitive array object. - - - Construct a new primitive array object. - - - The maximum extend of the glyph image in the x-axis. - - - Construct a new primitive array object. - - - Construct a new primitive array object. - - - Construct a new primitive array object. - - - The uv coordinate matching the bottom left of the glyph image in the font texture. - - - Construct a new primitive array object. - - - The uv coordinate matching the bottom right of the glyph image in the font texture. - - - Construct a new primitive array object. - - - Construct a new primitive array object. - - - The uv coordinate matching the top right of the glyph image in the font texture. - - - The uv coordinate matching the top left of the glyph image in the font texture. - - - Constructs a new array holding objects in class clazz. All elements are initially set to obj. - - - Returns the value of one element of a primitive array. - - - Script interface for font assets. - - - Returns the value of one element of a primitive array. - - - Returns the value of one element of a primitive array. - - - The material used for the font display. - - - Returns the value of one element of a primitive array. - - - Returns the value of one element of a primitive array. - - - Returns the value of one element of a primitive array. - - - Access an array of all characters contained in the font texture. - - - Returns the value of one element of a primitive array. - - - Is the font a dynamic font. - - - Returns the value of one element of a primitive array. - - - The ascent of the font. - - - Returns an element of an Object array. - - - Sets the value of one element in a primitive array. - - - Sets the value of one element in a primitive array. - - - Sets the value of one element in a primitive array. - - - The line height of the font. - - - Sets the value of one element in a primitive array. - - - The default size of the font. - - - Sets the value of one element in a primitive array. - - - Sets the value of one element in a primitive array. - - - Sets the value of one element in a primitive array. - - - Get names of fonts installed on the machine. - - - Creates a Font object which lets you render a font installed on the user machine. - - - Sets the value of one element in a primitive array. - - - Creates a Font object which lets you render a font installed on the user machine. - - - Sets an element of an Object array. - - - Does this font have a specific character? - - - Request characters to be added to the font texture (dynamic fonts only). - - - Request characters to be added to the font texture (dynamic fonts only). - - - Request characters to be added to the font texture (dynamic fonts only). - - - AndroidInput provides support for off-screen touch input, such as a touchpad. - - - Returns the maximum number of verts that the text generator may return for a given string. - - - Get rendering info for a specific character. - - - Get rendering info for a specific character. - - - Get rendering info for a specific character. - - - Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only). - - - Property indicating whether the system provides secondary touch input. - - - Property indicating the width of the secondary touchpad. - - - Property indicating the height of the secondary touchpad. - - - Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables). - - - Base class for AnimationClips and BlendTrees. - - - diff --git a/Game/Library/UnityAssemblies/version.txt b/Game/Library/UnityAssemblies/version.txt deleted file mode 100644 index 9196f97..0000000 --- a/Game/Library/UnityAssemblies/version.txt +++ /dev/null @@ -1,4 +0,0 @@ -5.0.1f1:1.9.9.0 -StandaloneWindows64 -C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll -C:\Program Files\Unity\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.Xcode.dll \ No newline at end of file diff --git a/Game/Library/assetDatabase3 b/Game/Library/assetDatabase3 deleted file mode 100644 index fadb947..0000000 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a/Game/Library/metadata/fc/fc6d250254fab4447aa1b764a56d3373.info b/Game/Library/metadata/fc/fc6d250254fab4447aa1b764a56d3373.info deleted file mode 100644 index 9d5d4c5..0000000 Binary files a/Game/Library/metadata/fc/fc6d250254fab4447aa1b764a56d3373.info and /dev/null differ diff --git a/Game/Library/shadercompiler-1.log b/Game/Library/shadercompiler-1.log deleted file mode 100644 index cf06251..0000000 --- a/Game/Library/shadercompiler-1.log +++ /dev/null @@ -1,3 +0,0 @@ -Base path: E:/SDKs/Unity/Editor/Data -Pipe name: \\.\pipe\UnityShaderCompiler-1-10732 -Cmd: getPlatforms diff --git a/Game/Library/shadercompiler-2.log b/Game/Library/shadercompiler-2.log deleted file mode 100644 index cd57bf7..0000000 --- a/Game/Library/shadercompiler-2.log +++ /dev/null @@ -1,11 +0,0 @@ -Base path: E:/SDKs/Unity/Editor/Data -Pipe name: \\.\pipe\UnityShaderCompiler-2-3728 -Cmd: getPlatforms -Cmd: compileSnippet - api=1 type=0 insize=1612 outsize=422 kw= ok=1 -Cmd: compileSnippet - api=1 type=1 insize=1612 outsize=626 kw= ok=1 -Unhandled exception: Readfile from pipe failed. GLE=The pipe has been ended. - - -Quitting shader compiler process diff --git a/Game/Library/shadercompiler-32bit-1.log b/Game/Library/shadercompiler-32bit-1.log deleted file mode 100644 index 30e5710..0000000 --- a/Game/Library/shadercompiler-32bit-1.log +++ /dev/null @@ -1,9 +0,0 @@ -Base path: C:/Program Files/Unity/Editor/Data -Pipe name: \\.\pipe\UnityShaderCompiler-32bit-1-8304 -Cmd: getPlatforms -Unhandled exception: Readfile from pipe failed. GLE=The pipe has been ended. - - -Quitting shader compiler process - -Crashed! diff --git a/Game/Library/shadercompiler-64bit-1.log b/Game/Library/shadercompiler-64bit-1.log deleted file mode 100644 index 9f7084d..0000000 --- a/Game/Library/shadercompiler-64bit-1.log +++ /dev/null @@ -1,3 +0,0 @@ -Base path: C:/Program Files/Unity/Editor/Data -Pipe name: \\.\pipe\UnityShaderCompiler-64bit-1-8304 -Cmd: getPlatforms diff --git a/Game/Model/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache b/Game/Model/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache deleted file mode 100644 index 80f861f..0000000 Binary files a/Game/Model/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache and /dev/null differ diff --git a/Game/UnityVS.Game.CSharp.csproj.user b/Game/UnityVS.Game.CSharp.csproj.user deleted file mode 100644 index 07dbd5b..0000000 --- a/Game/UnityVS.Game.CSharp.csproj.user +++ /dev/null @@ -1,6 +0,0 @@ - - - - ProjectFiles - - \ No newline at end of file diff --git a/Game/UnityVS.Game.v11.suo b/Game/UnityVS.Game.v11.suo deleted file mode 100644 index cee50bc..0000000 Binary files a/Game/UnityVS.Game.v11.suo and /dev/null differ diff --git a/Game/obj/Debug/Assembly-CSharp-firstpass.dll b/Game/obj/Debug/Assembly-CSharp-firstpass.dll deleted file mode 100644 index 15d7b03..0000000 Binary files a/Game/obj/Debug/Assembly-CSharp-firstpass.dll and /dev/null differ diff --git a/Game/obj/Debug/Assembly-CSharp-firstpass.pdb b/Game/obj/Debug/Assembly-CSharp-firstpass.pdb deleted file mode 100644 index f0088ff..0000000 Binary files a/Game/obj/Debug/Assembly-CSharp-firstpass.pdb and /dev/null differ diff --git a/Game/obj/Debug/Assembly-CSharp-vs.csproj.FileListAbsolute.txt b/Game/obj/Debug/Assembly-CSharp-vs.csproj.FileListAbsolute.txt deleted file mode 100644 index c19e86b..0000000 --- a/Game/obj/Debug/Assembly-CSharp-vs.csproj.FileListAbsolute.txt +++ /dev/null @@ -1,12 +0,0 @@ -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\Assembly-CSharp.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\Assembly-CSharp.pdb -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\UnityEditor.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\UnityEngine.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\UnityEngine.UI.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\Mono.Cecil.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\nunit.framework.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\Unity.DataContract.dll -E:\Facultate\$ Licenta\Game\Temp\bin\Debug\ICSharpCode.NRefactory.dll -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp.dll -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp.pdb -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp-vs.csprojResolveAssemblyReference.cache diff --git a/Game/obj/Debug/Assembly-CSharp-vs.csprojResolveAssemblyReference.cache b/Game/obj/Debug/Assembly-CSharp-vs.csprojResolveAssemblyReference.cache deleted file mode 100644 index 43d5a0f..0000000 Binary files a/Game/obj/Debug/Assembly-CSharp-vs.csprojResolveAssemblyReference.cache and /dev/null differ diff --git a/Game/obj/Debug/Assembly-CSharp.dll b/Game/obj/Debug/Assembly-CSharp.dll deleted file mode 100644 index 3281c29..0000000 Binary files a/Game/obj/Debug/Assembly-CSharp.dll and /dev/null differ diff --git a/Game/obj/Debug/Assembly-CSharp.pdb b/Game/obj/Debug/Assembly-CSharp.pdb deleted file mode 100644 index 6df30f6..0000000 Binary files a/Game/obj/Debug/Assembly-CSharp.pdb and /dev/null differ diff --git a/Game/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache b/Game/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache deleted file mode 100644 index f14dc1e..0000000 Binary files a/Game/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache and /dev/null differ diff --git a/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csproj.FileListAbsolute.txt b/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csproj.FileListAbsolute.txt deleted file mode 100644 index 9d40b2a..0000000 --- a/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csproj.FileListAbsolute.txt +++ /dev/null @@ -1,11 +0,0 @@ -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-CSharp-firstpass.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-CSharp-firstpass.pdb -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEditor.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.UI.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.xml -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEditor.xml -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.UI.xml -E:\Facultate\$ Licenta\Game\obj\Debug\UnityVS.Game.CSharp.Plugins.csprojResolveAssemblyReference.cache -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp-firstpass.dll -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp-firstpass.pdb diff --git a/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csprojResolveAssemblyReference.cache b/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csprojResolveAssemblyReference.cache deleted file mode 100644 index b094458..0000000 Binary files a/Game/obj/Debug/UnityVS.Game.CSharp.Plugins.csprojResolveAssemblyReference.cache and /dev/null differ diff --git a/Game/obj/Debug/UnityVS.Game.CSharp.csproj.FileListAbsolute.txt b/Game/obj/Debug/UnityVS.Game.CSharp.csproj.FileListAbsolute.txt deleted file mode 100644 index 6b61c8b..0000000 --- a/Game/obj/Debug/UnityVS.Game.CSharp.csproj.FileListAbsolute.txt +++ /dev/null @@ -1,13 +0,0 @@ -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-CSharp.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-CSharp.pdb -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEditor.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.UI.dll -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEditor.xml -E:\Facultate\$ Licenta\Game\obj\Debug\UnityVS.Game.CSharp.csprojResolveAssemblyReference.cache -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp.dll -E:\Facultate\$ Licenta\Game\obj\Debug\Assembly-CSharp.pdb -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.xml -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\UnityEngine.UI.xml -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-CSharp-firstpass.pdb -E:\Facultate\$ Licenta\Game\Temp\UnityVS_bin\Debug\Assembly-UnityScript-firstpass.dll diff --git a/Game/obj/Debug/UnityVS.Game.CSharp.csprojResolveAssemblyReference.cache b/Game/obj/Debug/UnityVS.Game.CSharp.csprojResolveAssemblyReference.cache deleted file mode 100644 index 9b7d4a8..0000000 Binary files a/Game/obj/Debug/UnityVS.Game.CSharp.csprojResolveAssemblyReference.cache and /dev/null differ diff --git a/ProceduralTerrain/ProceduralTerrain.userprefs b/ProceduralTerrain/ProceduralTerrain.userprefs deleted file mode 100644 index 23279c3..0000000 --- a/ProceduralTerrain/ProceduralTerrain.userprefs +++ /dev/null @@ -1,12 +0,0 @@ - - - - - - - - - - - - \ No newline at end of file