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.