city-generation/Game/Library/UnityAssemblies/UnityEditor.xml

5748 lines
330 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>UnityEditor</name>
</assembly>
<members>
<member name="T:UnityEditor.AnimationClipCurveData">
<summary>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.</summary>
</member>
<member name="T:UnityEditor.InitializeOnLoadAttribute">
<summary>Allow an editor class to be initialized when Unity loads without action from the user.</summary>
</member>
<member name="T:UnityEditor.CustomPropertyDrawer">
<summary>Tells a custom PropertyDrawer or DecoratorDrawer which run-time Serializable class or PropertyAttribute it's a drawer for.</summary>
</member>
<member name="F:UnityEditor.AnimationClipCurveData.path">
<summary>The path of the game object / bone being animated.</summary>
</member>
<member name="T:UnityEditor.PopupWindowContent">
<summary>Class used to implement content for a popup window.</summary>
</member>
<member name="T:UnityEditor.InitializeOnLoadMethodAttribute">
<summary>Allow an editor class method to be initialized when Unity loads without action from the user.</summary>
</member>
<member name="F:UnityEditor.AnimationClipCurveData.type">
<summary>The type of the component / material being animated.</summary>
</member>
<member name="P:UnityEditor.PopupWindowContent.editorWindow">
<summary>The EditorWindow that contains the popup content.</summary>
</member>
<member name="F:UnityEditor.AnimationClipCurveData.propertyName">
<summary>The name of the property being animated.</summary>
</member>
<member name="M:UnityEditor.PopupWindowContent.OnGUI(UnityEngine.Rect)">
<summary>Callback for drawing GUI controls for the popup window.</summary>
</member>
<member name="T:UnityEditor.DecoratorDrawer">
<summary>Base class to derive custom decorator drawers from.</summary>
</member>
<member name="T:UnityEditor.MaterialProperty">
<summary>Describes information and value of a single shader property.</summary>
</member>
<member name="F:UnityEditor.AnimationClipCurveData.curve">
<summary>The actual animation curve.</summary>
</member>
<member name="M:UnityEditor.PopupWindowContent.GetWindowSize()">
<summary>The size of the popup window.</summary>
</member>
<member name="M:UnityEditor.PopupWindowContent.OnOpen()">
<summary>Callback when the popup window is opened.</summary>
</member>
<member name="M:UnityEditor.PopupWindowContent.OnClose()">
<summary>Callback when the popup window is closed.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.targets">
<summary>Material objects being edited by this property (Read Only).</summary>
</member>
<member name="T:UnityEditor.EditorCurveBinding">
<summary>Defines how a curve is attached to an object that it controls.</summary>
</member>
<member name="T:UnityEditor.PopupWindow">
<summary>Class used to display popup windows that inherit from PopupWindowContent.</summary>
</member>
<member name="F:UnityEditor.EditorCurveBinding.path">
<summary>The transform path of the object that is animated.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.PropType UnityEditor.MaterialProperty.type">
<summary>Type of the property (Read Only).</summary>
</member>
<member name="P:UnityEditor.DecoratorDrawer.attribute">
<summary>The PropertyAttribute for the decorator. (Read Only)</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.name">
<summary>Name of the property (Read Only).</summary>
</member>
<member name="F:UnityEditor.EditorCurveBinding.propertyName">
<summary>The property of the object that is animated.</summary>
</member>
<member name="M:UnityEditor.DecoratorDrawer.OnGUI(UnityEngine.Rect)">
<summary>Override this method to make your own GUI for the decorator.</summary>
</member>
<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent)">
<summary>Show a popup with the given PopupWindowContent.</summary>
</member>
<member name="M:UnityEditor.PopupWindow.Show(UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocationHelper.PopupLocation[])">
<summary>Show a popup with the given PopupWindowContent.</summary>
</member>
<member name="M:UnityEditor.DecoratorDrawer.GetHeight()">
<summary>Override this method to specify how tall the GUI for this decorator is in pixels.</summary>
</member>
<member name="T:UnityEditor.TextureImporterCubemapConvolution">
<summary>Defines Cubemap convolution mode.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.displayName">
<summary>Display name of the property (Read Only).</summary>
</member>
<member name="T:UnityEditor.AnimationUtility">
<summary>Editor utility functions for modifying animation clips.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.PropFlags UnityEditor.MaterialProperty.flags">
<summary>Flags that control how property is displayed (Read Only).</summary>
</member>
<member name="F:UnityEditor.AnimationUtility.OnCurveWasModified UnityEditor.AnimationUtility.onCurveWasModified">
<summary>Triggered when an animation curve inside an animation clip has been modified.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.TexDim UnityEditor.MaterialProperty.textureDimension">
<summary>Texture dimension (2D, Cubemap etc.) of the property (Read Only).</summary>
</member>
<member name="T:UnityEditor.GUIDrawer">
<summary>Base class for PropertyDrawer and DecoratorDrawer.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.Animation)">
<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAnimationClips(UnityEngine.GameObject)">
<summary>Returns the array of AnimationClips that are referenced in the Animation component.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.SetAnimationClips(UnityEngine.Animation,UnityEngine.AnimationClip[])">
<summary>Sets the array of AnimationClips to be referenced in the Animation component.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>Returns all the animatable bindings that a specific game object has.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.rangeLimits">
<summary>Min/max limits of a ranged float property (Read Only).</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,UnityEditor.EditorCurveBinding,System.Single&)">
<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAnimatedObject(UnityEngine.GameObject,UnityEditor.EditorCurveBinding)">
<summary>Returns the animated object that the binding is pointing to.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetCurveBindings(UnityEngine.AnimationClip)">
<summary>Returns all the float curve bindings currently stored in the clip.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.hasMixedValue">
<summary>Does this property have multiple different values? (Read Only)</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurveBindings(UnityEngine.AnimationClip)">
<summary>Returns all the object reference curve bindings currently stored in the clip.</summary>
</member>
<member name="T:UnityEditor.PropertyDrawer">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
<summary>Return the object reference curve that the binding is pointing to.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding)">
<summary>Return the float curve that the binding is pointing to.</summary>
</member>
<member name="T:UnityEditor.TextureImporterRGBMMode">
<summary>RGBM encoding mode for HDR textures in TextureImporter.</summary>
</member>
<member name="P:UnityEditor.PropertyDrawer.attribute">
<summary>The PropertyAttribute for the property. Not applicable for custom class drawers. (Read Only)</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEngine.AnimationCurve)">
<summary>Adds, modifies or removes an editor float curve in a given clip.</summary>
</member>
<member name="T:UnityEditor.CustomPreviewAttribute">
<summary>Adds an extra preview in the Inspector for the specified type.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.colorValue">
<summary>Color value of the property.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.SetObjectReferenceCurve(UnityEngine.AnimationClip,UnityEditor.EditorCurveBinding,UnityEditor.ObjectReferenceKeyframe[])">
<summary>Adds, modifies or removes an object reference curve in a given clip.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip)">
<summary>Retrieves all curves from a specific animation clip.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAllCurves(UnityEngine.AnimationClip,System.Boolean)">
<summary>Retrieves all curves from a specific animation clip.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetFloatValue(UnityEngine.GameObject,System.String,System.Type,System.String,System.Single&)">
<summary>Retrieves the current float value by sampling a curve value on a specific game object.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.SetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
<summary>Adds, modifies or removes an editor float curve in a given clip.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetEditorCurve(UnityEngine.AnimationClip,System.String,System.Type,System.String)">
<summary>Return the float curve that the binding is pointing to.</summary>
</member>
<member name="P:UnityEditor.PropertyDrawer.fieldInfo">
<summary>The reflection FieldInfo for the member this property represents. (Read Only)</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.GetAnimationEvents(UnityEngine.AnimationClip)">
<summary>Retrieves all animation events associated with the animation clip.</summary>
</member>
<member name="T:UnityEditor.ObjectPreview">
<summary>Base Class to derive from when creating Custom Previews.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.SetAnimationEvents(UnityEngine.AnimationClip,UnityEngine.AnimationEvent[])">
<summary>Replaces all animation events in the animation clip.</summary>
</member>
<member name="M:UnityEditor.PropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Override this method to make your own GUI for the property.</summary>
</member>
<member name="M:UnityEditor.PropertyDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Override this method to specify how tall the GUI for this field is in pixels.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.vectorValue">
<summary>Vector value of the property.</summary>
</member>
<member name="T:UnityEditor.AnimationUtility.CurveModifiedType">
<summary>Describes the type of modification that caused OnCurveWasModified to fire.</summary>
</member>
<member name="M:UnityEditor.AnimationUtility.CalculateTransformPath(UnityEngine.Transform,UnityEngine.Transform)">
<summary>Calculates path from root transform to target transform.</summary>
</member>
<member name="T:UnityEditor.AnimationUtility.OnCurveWasModified">
<summary>Triggered when an animation curve inside an animation clip has been modified.</summary>
</member>
<member name="T:UnityEditor.BuildOptions">
<summary>Building options. Multiple options can be combined together.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.floatValue">
<summary>Float vaue of the property.</summary>
</member>
<member name="P:UnityEditor.ObjectPreview.target">
<summary>The object currently being previewed.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.Initialize(UnityEngine.Object[])">
<summary>Called when the Preview gets created with the objects being previewed.</summary>
</member>
<member name="T:UnityEditor.AnimationMode">
<summary>AnimationMode is used by the AnimationWindow to store properties modifed by the AnimationClip playback.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.MoveNextTarget()">
<summary>Called to iterate through the targets, this will be used when previewing more than one target.</summary>
</member>
<member name="P:UnityEditor.AnimationMode.animatedPropertyColor">
<summary>The color used to show that a property is currently being animated.</summary>
</member>
<member name="P:UnityEditor.MaterialProperty.textureValue">
<summary>Texture value of the property.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.ResetTarget()">
<summary>Called to Reset the target before iterating through them.</summary>
</member>
<member name="M:UnityEditor.AnimationMode.IsPropertyAnimated(UnityEngine.Object,System.String)">
<summary>Is the specified property currently in animation mode and being animated?</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.HasPreviewGUI()">
<summary>Can this component be Previewed in its current state?</summary>
</member>
<member name="M:UnityEditor.AnimationMode.StopAnimationMode()">
<summary>Stops Animation mode, reverts all properties that were animated in animation mode.</summary>
</member>
<member name="T:UnityEditor.BuildAssetBundleOptions">
<summary>Asset Bundle building options.</summary>
</member>
<member name="M:UnityEditor.AnimationMode.InAnimationMode()">
<summary>Are we currently in AnimationMode.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.GetPreviewTitle()">
<summary>Override this method if you want to change the label of the Preview area.</summary>
</member>
<member name="T:UnityEditor.MaterialProperty.PropType">
<summary>Material property type.</summary>
</member>
<member name="M:UnityEditor.AnimationMode.StartAnimationMode()">
<summary>Starts the animation mode.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
</member>
<member name="M:UnityEditor.AnimationMode.SampleAnimationClip(UnityEngine.GameObject,UnityEngine.AnimationClip,System.Single)">
<summary>Samples an AnimationClip on the object and also records any modified properties in AnimationMode.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.OnPreviewSettings()">
<summary>Override this method if you want to show custom controls in the preview header.</summary>
</member>
<member name="T:UnityEditor.MaterialProperty.TexDim">
<summary>Texture dimension of a property.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.GetInfoString()">
<summary>Implement this method to show object information on top of the object preview.</summary>
</member>
<member name="T:UnityEditor.AssetBundleBuild">
<summary>AssetBundle building map entry.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEngine.Rect)">
<summary>This is the first entry point for Preview Drawing.</summary>
</member>
<member name="M:UnityEditor.ObjectPreview.DrawPreview(UnityEditor.IPreviewable,UnityEngine.Rect,UnityEngine.Object[])">
<summary>This is the first entry point for Preview Drawing.</summary>
</member>
<member name="T:UnityEditor.MaterialProperty.PropFlags">
<summary>Flags that control how a MaterialProperty is displayed.</summary>
</member>
<member name="T:UnityEditor.MaterialEditor">
<summary>The Unity Material Editor.</summary>
</member>
<member name="T:UnityEditor.BaseHierarchySort">
<summary>The base class used to create new sorting.</summary>
</member>
<member name="F:UnityEditor.MaterialEditor.kMiniTextureFieldLabelIndentLevel">
<summary>Useful for indenting shader properties that need the same indent as mini texture field.</summary>
</member>
<member name="P:UnityEditor.BaseHierarchySort.content">
<summary>The content to display to quickly identify the hierarchy's mode.</summary>
</member>
<member name="P:UnityEditor.MaterialEditor.isVisible">
<summary>Is the current material expanded.</summary>
</member>
<member name="M:UnityEditor.BaseHierarchySort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>The sorting method used to determine the order of GameObjects.</summary>
</member>
<member name="F:UnityEditor.AssetBundleBuild.assetBundleName">
<summary>AssetBundle name.</summary>
</member>
<member name="T:UnityEditor.TransformSort">
<summary>Is the default sorting method used by the hierarchy.</summary>
</member>
<member name="T:UnityEditor.RemoveAssetOptions">
<summary>Options for removing assets</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.SetShader(UnityEngine.Shader)">
<summary>Set the shader of the material.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.SetShader(UnityEngine.Shader,System.Boolean)">
<summary>Set the shader of the material.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.Awake()">
<summary>Called when the Editor is woken up.</summary>
</member>
<member name="T:UnityEditor.ImportAssetOptions">
<summary>Asset importing options.</summary>
</member>
<member name="P:UnityEditor.TransformSort.content">
<summary>Content to visualize the transform sorting method.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.OnInspectorGUI()">
<summary>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.</summary>
</member>
<member name="T:UnityEditor.AlphabeticalSort">
<summary>Hierarchy sort method to allow for items and their children to be sorted alphabetically.</summary>
</member>
<member name="T:UnityEditor.AssetDatabase">
<summary>An Interface for accessing assets and performing operations on assets.</summary>
</member>
<member name="F:UnityEditor.AssetBundleBuild.assetBundleVariant">
<summary>AssetBundle variant.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.PropertiesChanged()">
<summary>Whenever a material property is changed call this function. This will rebuild the inspector and validate the properties.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.Contains(UnityEngine.Object)">
<summary>Is object an asset?</summary>
</member>
<member name="F:UnityEditor.AssetBundleBuild.assetNames">
<summary>Asset names which belong to the given AssetBundle.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.Contains(System.Int32)">
<summary>Is object an asset?</summary>
</member>
<member name="P:UnityEditor.AlphabeticalSort.content">
<summary>Content to visualize the alphabetical sorting method.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetTextureScale(System.String,System.Boolean&,System.Boolean&)">
<summary>Get the value of a given texture scale for a given texture property.</summary>
</member>
<member name="T:UnityEditor.BuildPipeline">
<summary>Lets you programmatically build players or AssetBundles which can be loaded from the web.</summary>
</member>
<member name="P:UnityEditor.BuildPipeline.isBuildingPlayer">
<summary>Is a player currently being built?</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.CreateFolder(System.String,System.String)">
<summary>Create a new folder.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.PushAssetDependencies()">
<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
</member>
<member name="M:UnityEditor.AlphabeticalSort.Compare(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>Sort the gameobjects by name.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsMainAsset(UnityEngine.Object)">
<summary>Is asset a main asset in the project window?</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsMainAsset(System.Int32)">
<summary>Is asset a main asset in the project window?</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetTextureOffset(System.String,System.Boolean&,System.Boolean&)">
<summary>Get the value of a given texture offset for a given texture property.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.PopAssetDependencies()">
<summary>Lets you manage cross-references and dependencies between different asset bundles and player builds.</summary>
</member>
<member name="T:UnityEditorInternal.AnimatorControllerParameter">
<summary>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.</summary>
</member>
<member name="T:UnityEditorInternal.AnimatorControllerParameterType">
<summary>The type of the parameter.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildPlayer(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
<summary>Builds a player.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,UnityEditor.BuildOptions)">
<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget)">
<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&,UnityEditor.BuildOptions)">
<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildStreamedSceneAssetBundle(System.String[],System.String,UnityEditor.BuildTarget,System.UInt32&)">
<summary>Builds one or more scenes and all their dependencies into a compressed asset bundle.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.SetTextureScale(System.String,UnityEngine.Vector2,System.Int32)">
<summary>Set the scale of a given texture property.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsSubAsset(UnityEngine.Object)">
<summary>Does the asset form part of another asset?</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsSubAsset(System.Int32)">
<summary>Does the asset form part of another asset?</summary>
</member>
<member name="T:UnityEditor.DrawCameraMode">
<summary>Drawing modes for Handles.DrawCamera.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,UnityEditor.BuildAssetBundleOptions)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object,UnityEngine.Object[],System.String,System.UInt32&)">
<summary>Builds an asset bundle.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GenerateUniqueAssetPath(System.String)">
<summary>Creates a new unique path for an asset.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.StartAssetEditing()">
<summary>Begin Asset importing. This lets you group several asset imports together into one larger import.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,UnityEditor.BuildAssetBundleOptions)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&,UnityEditor.BuildAssetBundleOptions)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundleExplicitAssetNames(UnityEngine.Object[],System.String[],System.String,System.UInt32&)">
<summary>Builds an asset bundle, with custom names for the assets.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.StopAssetEditing()">
<summary>Stop Asset importing. This lets you group several asset imports together into one larger import.</summary>
</member>
<member name="T:UnityEditor.LightmapBakeQuality">
<summary>Bake quality setting for LightmapEditorSettings.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ValidateMoveAsset(System.String,System.String)">
<summary>Checks if an asset file can be moved from one folder to another. (Without actually moving the file).</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.SetTextureOffset(System.String,UnityEngine.Vector2,System.Int32)">
<summary>Set the offset of a given texture property.</summary>
</member>
<member name="T:UnityEditor.EditorStyles">
<summary>Common GUIStyles used for EditorGUI controls.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.RangeProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Draw a range slider for a range shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.RangeProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Draw a range slider for a range shader property.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.label">
<summary>Style used for the labelled on all EditorGUI overloads that take a prefix label.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniLabel">
<summary>Style for label with small font.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.largeLabel">
<summary>Style for label with large font.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.FloatProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a float shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.FloatProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a float shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ColorProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a color shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ColorProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a color shader property.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.boldLabel">
<summary>Style for bold label.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.VectorProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a vector shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.VectorProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a vector shader property.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.BuildAssetBundleOptions)">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String)">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions)">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.AssetBundleBuild[])">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.BuildAssetBundles(System.String,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)">
<summary>Build all AssetBundles specified in the editor.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEditor.MaterialProperty)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEditor.MaterialProperty)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.Boolean)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.GetCRCForAssetBundle(System.String,System.UInt32&)">
<summary>Extract the crc checksum for the given AssetBundle.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.MoveAsset(System.String,System.String)">
<summary>Move an asset file from one folder to another.</summary>
</member>
<member name="M:UnityEditor.BuildPipeline.GetHashForAssetBundle(System.String,UnityEngine.Hash128&)">
<summary>Extract the hash for the given AssetBundle.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.RenameAsset(System.String,System.String)">
<summary>Rename an asset file.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.MoveAssetToTrash(System.String)">
<summary>Moves the asset at path to the trash.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniBoldLabel">
<summary>Style for mini bold label.</summary>
</member>
<member name="T:UnityEditor.BuildTarget">
<summary>Target build platform.</summary>
</member>
<member name="F:UnityEditor.BuildTarget.iPhone">
<summary>OBSOLETE: Use iOS. Build an iOS player.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEditor.MaterialProperty,System.String,System.Boolean)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.wordWrappedLabel">
<summary>Style for word wrapped label.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.HelpBoxWithButton(UnityEngine.GUIContent,UnityEngine.GUIContent)">
<summary>Make a help box with a message and button. Returns true, if button was pressed.</summary>
</member>
<member name="T:UnityEditor.BuildTargetGroup">
<summary>Build target group.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureCompatibilityWarning(UnityEditor.MaterialProperty)">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.DeleteAsset(System.String)">
<summary>Deletes the asset file at path.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String,UnityEditor.ImportAssetOptions)">
<summary>Import asset at path.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ImportAsset(System.String)">
<summary>Import asset at path.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TexturePropertyMiniThumbnail(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.String)">
<summary>Draw a property field for a texture shader property that only takes up a single line height.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.CopyAsset(System.String,System.String)">
<summary>Duplicates the asset at path and stores it at newPath.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(System.String)">
<summary>Writes the import settings to disk.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetSubFolders(System.String)">
<summary>Given an absolute path to a directory, this method will return an array of all it's subdirectories.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetTexturePropertyCustomArea(UnityEngine.Rect)">
<summary>Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsValidFolder(System.String)">
<summary>Given an absolute path to a folder, returns true if it exists, false otherwise.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.Boolean)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.String,System.Boolean)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEngine.Vector4)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEngine.Vector4,System.Boolean)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureScaleOffsetProperty(UnityEngine.Rect,UnityEngine.Vector4,System.Int32,System.Boolean)">
<summary>Draws tiling and offset properties for a texture.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,System.String)">
<summary>Creates a new asset at path.</summary>
</member>
<member name="F:UnityEditor.BuildTargetGroup.iPhone">
<summary>OBSOLETE: Use iOS. Apple iOS target.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetPropertyHeight(UnityEditor.MaterialProperty)">
<summary>Calculate height needed for the property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetPropertyHeight(UnityEditor.MaterialProperty,System.String)">
<summary>Calculate height needed for the property.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.wordWrappedMiniLabel">
<summary>Style for word wrapped mini label.</summary>
</member>
<member name="T:UnityEditor.CallbackOrderAttribute">
<summary>Base class for Attributes that require a callback index.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetDefaultPropertyHeight(UnityEditor.MaterialProperty)">
<summary>Calculate height needed for the property, ignoring custom drawers.</summary>
</member>
<member name="T:UnityEditor.DefaultAsset">
<summary>DefaultAsset is used for assets that does not have a specific type (yet).</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Handes UI for one shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEditor.MaterialProperty,System.String,System.Int32)">
<summary>Handes UI for one shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Handes UI for one shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,System.Int32)">
<summary>Handes UI for one shader property.</summary>
</member>
<member name="T:UnityEditor.StaticEditorFlags">
<summary>Static Editor Flags.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.whiteLabel">
<summary>Style for white label.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty()">
<summary>This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty(System.Int32)">
<summary>This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.LightmapEmissionProperty(UnityEngine.Rect,System.Int32)">
<summary>This function will draw the UI for the lightmap emission property. (None, Realtime, baked)See Also: MaterialLightmapFlags.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,System.String)">
<summary>Adds objectToAdd to an existing asset at path.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object)">
<summary>Adds objectToAdd to an existing asset at path.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAssetPath(UnityEngine.Object)">
<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAssetPath(System.Int32)">
<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAssetOrScenePath(UnityEngine.Object)">
<summary>Returns the path name relative to the project folder where the asset is stored.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetTextMetaDataPathFromAssetPath(System.String)">
<summary>Gets the path to the text .meta file associated with an asset.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.whiteMiniLabel">
<summary>Style for white mini label.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetTextMetaFilePathFromAssetPath(System.String)">
<summary>Gets the path to the text .meta file associated with an asset.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.LoadAssetAtPath(System.String,System.Type)">
<summary>Returns the first asset object of type type at given path assetPath.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.LoadMainAssetAtPath(System.String)">
<summary>Returns the main asset object at assetPath.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(System.String)">
<summary>Returns all asset representations at assetPath.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.whiteLargeLabel">
<summary>Style for white large label.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.LoadAllAssetsAtPath(System.String)">
<summary>Returns an array of all asset objects at assetPath.</summary>
</member>
<member name="T:UnityEditor.EditorApplication">
<summary>Main Application class.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions)">
<summary>Import any changed assets.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.Refresh()">
<summary>Import any changed assets.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32,System.Int32)">
<summary>Opens the asset with associated application.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.OpenAsset(System.Int32)">
<summary>Opens the asset with associated application.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object)">
<summary>Opens the asset with associated application.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object,System.Int32)">
<summary>Opens the asset with associated application.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.OpenAsset(UnityEngine.Object[])">
<summary>Opens the asset with associated application.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.whiteBoldLabel">
<summary>Style for white bold label.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.ProjectWindowItemCallback UnityEditor.EditorApplication.projectWindowItemOnGUI">
<summary>Delegate for OnGUI events for every visible list item in the ProjectWindow.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.DefaultShaderProperty(UnityEditor.MaterialProperty,System.String)">
<summary>Handles UI for one shader property ignoring any custom drawers.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.DefaultShaderProperty(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String)">
<summary>Handles UI for one shader property ignoring any custom drawers.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.RangeProperty(System.String,System.String,System.Single,System.Single)">
<summary>Draw a range slider for a range shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.FloatProperty(System.String,System.String)">
<summary>Draw a property field for a float shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ColorProperty(System.String,System.String)">
<summary>Draw a property field for a color shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.VectorProperty(System.String,System.String)">
<summary>Draw a property field for a vector shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(System.String,System.String,UnityEditor.ShaderUtil.ShaderPropertyTexDim)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TextureProperty(System.String,System.String,UnityEditor.ShaderUtil.ShaderPropertyTexDim,System.Boolean)">
<summary>Draw a property field for a texture shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ShaderProperty(UnityEngine.Shader,System.Int32)">
<summary>Handes UI for one shader property.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.radioButton">
<summary>Style used for a radio button.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetMaterialProperties(UnityEngine.Object[])">
<summary>Get shader property information of the passed materials.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniButton">
<summary>Style used for a standalone small button.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetMaterialProperty(UnityEngine.Object[],System.String)">
<summary>Get information about a single shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.GetMaterialProperty(UnityEngine.Object[],System.Int32)">
<summary>Get information about a single shader property.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.SetDefaultGUIWidths()">
<summary>Set EditorGUIUtility.fieldWidth and labelWidth to the default values that PropertiesGUI uses.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniButtonLeft">
<summary>Style used for the leftmost button in a horizontal button group.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniButtonMid">
<summary>Style used for the middle buttons in a horizontal group.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.PropertiesGUI()">
<summary>Render the standard material properties. This method will either render properties using a IShaderGUI instance if found otherwise it uses PropertiesDefaultGUI.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniButtonRight">
<summary>Style used for the rightmost button in a horizontal group.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.HierarchyWindowItemCallback UnityEditor.EditorApplication.hierarchyWindowItemOnGUI">
<summary>Delegate for OnGUI events for every visible list item in the HierarchyWindow.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.update">
<summary>Delegate for generic updates.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.AssetPathToGUID(System.String)">
<summary>Get the GUID for the asset at path.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)">
<summary>Translate a GUID to its current asset path.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.hierarchyWindowChanged">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.SaveAssets()">
<summary>Writes all unsaved asset changes to disk.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetCachedIcon(System.String)">
<summary>Retrieves an icon for the asset at the given asset path.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.textField">
<summary>Style used for EditorGUI.TextField.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.SetLabels(UnityEngine.Object,System.String[])">
<summary>Replaces that list of labels on an asset.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetLabels(UnityEngine.Object)">
<summary>Returns all labels attached to a given asset.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.projectWindowChanged">
<summary>Callback raised whenever the state of the Project window changes.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ClearLabels(UnityEngine.Object)">
<summary>Removes all labels attached to an asset.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.textArea">
<summary>Style used for EditorGUI.TextArea.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAllAssetBundleNames()">
<summary>Return all the AssetBundle names in the asset database.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.searchChanged">
<summary>Callback raised whenever the contents of a window's search box are changed.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetUnusedAssetBundleNames()">
<summary>Return all the unused assetBundle names in the asset database.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.RemoveAssetBundleName(System.String,System.Boolean)">
<summary>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.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.modifierKeysChanged">
<summary>Delegate for changed keyboard modifier keys.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.RemoveUnusedAssetBundleNames()">
<summary>Remove all the unused assetBundle names in the asset database.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(System.String)">
<summary>Get the paths of the assets which have been marked with the given assetBundle name.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniTextField">
<summary>Smaller text field.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.PropertiesDefaultGUI(UnityEditor.MaterialProperty[])">
<summary>Default rendering of shader properties.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(System.String,System.String)">
<summary>Get the asset paths from the given assetBundle name and asset name.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.GetDependencies(System.String[])">
<summary>Given an array of pathNames, returns the list of all assets that the assets depend on.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.numberField">
<summary>Style used for field editors for numbers.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.popup">
<summary>Style used for EditorGUI.Popup, EditorGUI.EnumPopup,.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String)">
<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
</member>
<member name="F:UnityEditor.EditorApplication.CallbackFunction UnityEditor.EditorApplication.playmodeStateChanged">
<summary>Delegate for play mode state changes.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String,System.String,UnityEditor.ExportPackageOptions)">
<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String,UnityEditor.ExportPackageOptions)">
<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ExportPackage(System.String[],System.String)">
<summary>Exports the assets identified by assetPathNames to a unitypackage file in fileName.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.objectField">
<summary>Style used for headings for object fields.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.ImportPackage(System.String,System.Boolean)">
<summary>Imports package at packagePath into the current project.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object)">
<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String)">
<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(UnityEngine.Object,System.String&)">
<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.IsOpenForEdit(System.String,System.String&)">
<summary>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String)">
<summary>Search the asset database using a search filter string.</summary>
</member>
<member name="M:UnityEditor.AssetDatabase.FindAssets(System.String,System.String[])">
<summary>Search the asset database using a search filter string.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.objectFieldThumb">
<summary>Style used for headings for the Select button in object fields.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ApplyMaterialPropertyDrawers(UnityEngine.Material)">
<summary>Apply initial MaterialPropertyDrawer values.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.ApplyMaterialPropertyDrawers(UnityEngine.Object[])">
<summary>Apply initial MaterialPropertyDrawer values.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.objectFieldMiniThumb">
<summary>Style used for object fields that have a thumbnail (e.g Textures).</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.RegisterPropertyChangeUndo(System.String)">
<summary>Call this when you change a material property. It will add an undo for the action.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.DefaultPreviewSettingsGUI()">
<summary>Default toolbar for material preview area.</summary>
</member>
<member name="T:UnityEditor.EditorGUI.DisabledGroupScope">
<summary>Create a group of controls that can be disabled.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.colorField">
<summary>Style used for headings for Color fields.</summary>
</member>
<member name="T:UnityEditor.EditorGUI.PropertyScope">
<summary>Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.layerMaskField">
<summary>Style used for headings for Layer masks.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout">
<summary>Auto-layouted version of EditorGUI.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.currentScene">
<summary>The path of the scene that the user has currently open (Will be an empty string if no scene is currently open). (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,System.String,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Foldout(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isPlaying">
<summary>Is editor currently in play mode?</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toggle">
<summary>Style used for headings for EditorGUI.Toggle.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode">
<summary>Is editor either currently in play mode, or about to switch to it? (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PrefixLabel(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isPaused">
<summary>Is editor currently paused?</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LabelField(UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="P:UnityEditor.EditorStyles.foldout">
<summary>Style used for headings for EditorGUI.Foldout.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.HasPreviewGUI()">
<summary>Can this component be Previewed in its current state?</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.RequiresConstantRepaint()">
<summary>Does this edit require to be repainted constantly in its current state?</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Toggle(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(System.String,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ToggleLeft(UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.foldoutPreDrop">
<summary>Style used for headings for EditorGUI.Foldout.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Custom preview for Image component.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toggleGroup">
<summary>Style used for headings for EditorGUILayout.BeginToggleGroup.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.DefaultPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Default handling of preview area for materials.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isCompiling">
<summary>Is editor currently compiling scripts? (Read Only)</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.OnEnable()">
<summary>Called when the editor is enabled, if overridden please call the base OnEnable() to ensure that the material inspector is set up properly.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isUpdating">
<summary>Is editor currently updating? (Read Only)</summary>
</member>
<member name="P:UnityEditor.EditorStyles.standardFont">
<summary>Standard font.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.isRemoteConnected">
<summary>Is editor currently connected to Unity Remote 4 client app.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text area.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text area.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.OnDisable()">
<summary>Called when the editor is disabled, if overridden please call the base OnDisable() to ensure that the material inspector is set up properly.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.applicationContentsPath">
<summary>Path to the Unity editor contents folder. (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.SelectableLabel(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
</member>
<member name="P:UnityEditor.EditorStyles.boldFont">
<summary>Bold font.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PasswordField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniFont">
<summary>Mini font.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty)">
<summary>Method for showing a texture property control with additional inlined properites.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty)">
<summary>Method for showing a texture property control with additional inlined properites.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TexturePropertySingleLine(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty)">
<summary>Method for showing a texture property control with additional inlined properites.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(System.String,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.FloatField(UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering float values.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.miniBoldFont">
<summary>Mini Bold font.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(System.Double,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(System.String,System.Double,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(System.String,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.DoubleField(UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering double values.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.applicationPath">
<summary>Returns the path to the Unity editor application. (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.MaterialEditor.TexturePropertyTwoLines(UnityEngine.GUIContent,UnityEditor.MaterialProperty,UnityEditor.MaterialProperty,UnityEngine.GUIContent,UnityEditor.MaterialProperty)">
<summary>Method for showing a compact layout of properties.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(System.Int64,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(System.String,System.Int64,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(System.String,System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(UnityEngine.GUIContent,System.Int64,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LongField(UnityEngine.GUIContent,System.Int64,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="T:UnityEditor.MaterialPropertyDrawer">
<summary>Base class to derive custom material property drawers from.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toolbar">
<summary>Toolbar background from top of windows.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(System.String,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEngine.GUIContent,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Slider(UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="P:UnityEditor.EditorApplication.timeSinceStartup">
<summary>The time since the editor was started. (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(System.String,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntSlider(UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toolbarButton">
<summary>Style for Button and Toggles in toolbars.</summary>
</member>
<member name="M:UnityEditor.MaterialPropertyDrawer.OnGUI(UnityEngine.Rect,UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
<summary>Override this method to make your own GUI for the property.</summary>
</member>
<member name="M:UnityEditor.MaterialPropertyDrawer.GetPropertyHeight(UnityEditor.MaterialProperty,System.String,UnityEditor.MaterialEditor)">
<summary>Override this method to specify how tall the GUI for this property is in pixels.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.NewScene()">
<summary>Create a new scene.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toolbarPopup">
<summary>Toolbar Popup.</summary>
</member>
<member name="M:UnityEditor.MaterialPropertyDrawer.Apply(UnityEditor.MaterialProperty)">
<summary>Apply extra initial values to the material.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.NewEmptyScene()">
<summary>Create a new absolutely empty scene.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toolbarDropDown">
<summary>Toolbar Dropdown.</summary>
</member>
<member name="T:UnityEditor.ShaderGUI">
<summary>Abstract class to derive from for defining custom GUI for shader properties and for extending the material preview.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout.VerticalScope">
<summary>Disposable helper class for managing BeginVertical / EndVertical.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.OpenScene(System.String)">
<summary>Opens the scene at path.</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.OnGUI(UnityEditor.MaterialEditor,UnityEditor.MaterialProperty[])">
<summary>To define a custom shader GUI use the methods of materialEditor to render controls for the properties array.</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.OnMaterialPreviewGUI(UnityEditor.MaterialEditor,UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Override for extending the rendering of the Preview area or completly replace the preview (by not calling base.OnMaterialPreviewGUI).</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.OnMaterialPreviewSettingsGUI(UnityEditor.MaterialEditor)">
<summary>Override for extending the functionality of the toolbar of the preview area or completly replace the toolbar by not calling base.OnMaterialPreviewSettingsGUI.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MinMaxSlider(UnityEngine.GUIContent,System.Single&,System.Single&,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.toolbarTextField">
<summary>Toolbar text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Popup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumPopup(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.OpenSceneAdditive(System.String)">
<summary>Opens the scene at path additively.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.inspectorDefaultMargins">
<summary>Wrap content in a vertical group with this style to get the default margins used in the Inspector.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.inspectorFullWidthMargins">
<summary>Wrap content in a vertical group with this style to get full width margins in the Inspector.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.IntPopup(UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="P:UnityEditor.EditorStyles.helpBox">
<summary>Style used for background box for EditorGUI.HelpBox.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(System.String,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.TagField(UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.LoadLevelInPlayMode(System.String)">
<summary>Load the given level in play mode.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout.ScrollViewScope">
<summary>Disposable helper class for managing BeginScrollView / EndScrollView.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout.FadeGroupScope">
<summary>Begins a group that can be be hidden/shown and the transition will be animated.</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.AssignNewShaderToMaterial(UnityEngine.Material,UnityEngine.Shader,UnityEngine.Shader)">
<summary>This method is called when a new shader has been selected for a Material.</summary>
</member>
<member name="T:UnityEditor.Handles.DrawCapFunction">
<summary>The function to use for drawing the handle e.g. Handles.RectangleCap.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.LayerField(UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.FindProperty(System.String,UnityEditor.MaterialProperty[])">
<summary>Find shader properties.</summary>
</member>
<member name="M:UnityEditor.ShaderGUI.FindProperty(System.String,UnityEditor.MaterialProperty[],System.Boolean)">
<summary>Find shader properties.</summary>
</member>
<member name="T:UnityEditor.EditorGUIUtility">
<summary>Miscellaneous helper stuff for EditorGUI.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.LoadLevelAdditiveInPlayMode(System.String)">
<summary>Load the given level additively in play mode.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(System.String,System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.MaskField(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
<summary>Make a field for masks.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.singleLineHeight">
<summary>Get the height used for a single Editor control such as a one-line EditorGUI.TextField or EditorGUI.Popup.</summary>
</member>
<member name="T:UnityEditor.HandleUtility">
<summary>Helper functions for Scene View style 3D GUI.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(UnityEngine.GUIContent,System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.String,System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EnumMaskField(System.Enum,UnityEngine.GUILayoutOption[])">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.LoadLevelAsyncInPlayMode(System.String)">
<summary>Load the given level in play mode asynchronously.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(System.String,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Vector2Field(System.String,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
<summary>Make an X &amp; Y field for entering a Vector2.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Vector2Field(UnityEngine.GUIContent,UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
<summary>Make an X &amp; Y field for entering a Vector2.</summary>
</member>
<member name="P:UnityEditor.HandleUtility.acceleration">
<summary>Get standard acceleration for dragging values (Read Only).</summary>
</member>
<member name="T:UnityEditor.SpritePackerMode">
<summary>Sprite Packer mode for the current project.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Vector3Field(System.String,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Vector3Field(UnityEngine.GUIContent,UnityEngine.Vector3,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Vector4Field(System.String,UnityEngine.Vector4,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y, Z &amp; W field for entering a Vector4.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing">
<summary>Get the height used by default for vertical spacing between controls.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.LoadLevelAdditiveAsyncInPlayMode(System.String)">
<summary>Load the given level additively in play mode asynchronously</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.isProSkin">
<summary>Is the user currently using the pro skin? (Read Only)</summary>
</member>
<member name="P:UnityEditor.HandleUtility.niceMouseDelta">
<summary>Get nice mouse delta to use for dragging a float value (Read Only).</summary>
</member>
<member name="M:UnityEditor.EditorApplication.SaveScene(System.String,System.Boolean)">
<summary>Save the open scene.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.SaveScene(System.String)">
<summary>Save the open scene.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.SaveScene()">
<summary>Save the open scene.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.whiteTexture">
<summary>Get a white texture.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.RectField(System.String,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.RectField(UnityEngine.GUIContent,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BoundsField(System.String,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BoundsField(UnityEngine.GUIContent,UnityEngine.Bounds,UnityEngine.GUILayoutOption[])">
<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ColorField(System.String,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ColorField(UnityEngine.GUIContent,UnityEngine.Color,UnityEngine.GUILayoutOption[])">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="T:UnityEditor.SemanticMergeMode">
<summary>Behavior of semantic merge.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()">
<summary>Ask the user if he wants to save the open scene.</summary>
</member>
<member name="T:UnityEditor.EditorWindow">
<summary>Derive from this class to create an editor window.</summary>
</member>
<member name="P:UnityEditor.HandleUtility.niceMouseDeltaZoom">
<summary>Get nice mouse delta to use for zooming (Read Only).</summary>
</member>
<member name="P:UnityEditor.EditorWindow.wantsMouseMove">
<summary>Does the GUI in this editor window want MouseMove events?</summary>
</member>
<member name="M:UnityEditor.EditorApplication.OpenProject(System.String,System.String[])">
<summary>Open another project.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.CurveField(UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect,UnityEngine.GUILayoutOption[])">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.autoRepaintOnSceneChange">
<summary>Does the window automatically repaint whenever the scene has changed?</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.editingTextField">
<summary>Is a text field currently editing text?</summary>
</member>
<member name="M:UnityEditor.HandleUtility.CalcLineTranslation(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Map a mouse drag onto a movement along a line in 3D space.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.SaveAssets()">
<summary>Saves all serializable assets that have not yet been written to disk (eg. Materials).</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object)">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(System.Boolean,UnityEngine.Object[])">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.InspectorTitlebar(UnityEngine.Object[])">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.ObjectField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a field to receive any object type.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.Step()">
<summary>Perform a single frame step.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.hierarchyMode">
<summary>Is the Editor GUI is hierarchy mode?</summary>
</member>
<member name="P:UnityEditor.EditorWindow.maximized">
<summary>Is this window maximized.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.LockReloadAssemblies()">
<summary>Prevents loading of assemblies when it is inconvenient.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType)">
<summary>Make a help box with a message to the user.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.HelpBox(System.String,UnityEditor.MessageType,System.Boolean)">
<summary>Make a help box with a message to the user.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.wideMode">
<summary>Is the Editor GUI currently in wide mode?</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.Space()">
<summary>Make a small space between the previous control and the following.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.focusedWindow">
<summary>The EditorWindow which currently has keyboard focus. (Read Only)</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.currentViewWidth">
<summary>The width of the GUI area for the current EditorWindow or other view.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.mouseOverWindow">
<summary>The EditorWindow currently under the mouse cursor. (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorApplication.ExecuteMenuItem(System.String)">
<summary>Invokes the menu item in the specified path.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.UnlockReloadAssemblies()">
<summary>Must be called after LockReloadAssemblies, to reenable loading of assemblies.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.labelWidth">
<summary>The width in pixels reserved for labels of Editor GUI controls.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.minSize">
<summary>The minimum size of this window.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.fieldWidth">
<summary>The minimum width in pixels reserved for the fields of Editor GUI controls.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.maxSize">
<summary>The maximum size of this window.</summary>
</member>
<member name="P:UnityEditor.EditorGUIUtility.systemCopyBuffer">
<summary>The system copy buffer.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.title">
<summary>The title of this window.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PointOnLineParameter(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Returns the parameter for the projection of the point on the given line.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.Exit(System.Int32)">
<summary>Exit the Unity editor application.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String)">
<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.IconContent(System.String,System.String)">
<summary>Fetch the GUIContent from the Unity builtin resources with the given name.</summary>
</member>
<member name="P:UnityEditor.EditorWindow.position">
<summary>The position of the window in screen space.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.ObjectContent(UnityEngine.Object,System.Type)">
<summary>Return a GUIContent object with the name and icon of an Object.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.ProjectPointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Project point onto a line.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.HasObjectThumbnail(System.Type)">
<summary>Does a given class have per-object thumbnails?</summary>
</member>
<member name="M:UnityEditor.EditorWindow.BeginWindows()">
<summary>Mark the beginning area of all popup windows.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.MarkSceneDirty()">
<summary>Explicitly mark the current opened scene as modified.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(System.String,System.Boolean)">
<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginToggleGroup(UnityEngine.GUIContent,System.Boolean)">
<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.SetIconSize(UnityEngine.Vector2)">
<summary>Set icons rendered as part of GUIContent to be rendered at a specific size.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.RepaintProjectWindow()">
<summary>Can be used to ensure repaint of the ProjectWindow.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.RepaintHierarchyWindow()">
<summary>Can be used to ensure repaint of the HierarchyWindow.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndToggleGroup()">
<summary>Close a group started with BeginToggleGroup.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.EndWindows()">
<summary>Close a window group started with EditorWindow.BeginWindows.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
<summary>Begin a horizontal group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin a horizontal group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin a horizontal group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.DirtyHierarchyWindowSorting()">
<summary>Set the hierarchy sorting method as dirty.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowNotification(UnityEngine.GUIContent)">
<summary>Show a notification message.</summary>
</member>
<member name="M:UnityEditor.EditorApplication.Beep()">
<summary>Plays system beep sound.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.GetIconSize()">
<summary>Get the size that has been set using SetIconSize.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.RemoveNotification()">
<summary>Stop showing notification message.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.FindTexture(System.String)">
<summary>Get a texture from its source filename.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndHorizontal()">
<summary>Close a group started with BeginHorizontal.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.Focus()">
<summary>Moves keyboard focus to this EditorWindow.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.GetBuiltinSkin(UnityEditor.EditorSkin)">
<summary>Get one of the built-in GUI skins, which can be the game view, inspector or scene view skin as chosen by the parameter.</summary>
</member>
<member name="T:UnityEditor.EditorApplication.ProjectWindowItemCallback">
<summary>Delegate to be called for every visible list item in the ProjectWindow on every OnGUI event.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.LoadRequired(System.String)">
<summary>Load a built-in resource that has to be there.</summary>
</member>
<member name="T:UnityEditor.EditorApplication.HierarchyWindowItemCallback">
<summary>Delegate to be called for every visible list item in the HierarchyWindow on every OnGUI event.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.Load(System.String)">
<summary>Load a built-in resource.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
<summary>Begin a vertical group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin a vertical group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin a vertical group and get its rect back.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowUtility()">
<summary>Show the EditorWindow as a floating utility window.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowPopup()">
<summary>Used for popup style windows.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.PingObject(UnityEngine.Object)">
<summary>Ping an object in a window like clicking it in an inspector.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.PingObject(System.Int32)">
<summary>Ping an object in a window like clicking it in an inspector.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistancePointLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Calculate distance between a point and a line.</summary>
</member>
<member name="T:UnityEditor.EditorApplication.CallbackFunction">
<summary>Delegate to be called from EditorApplication callbacks.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2)">
<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowAsDropDown(UnityEngine.Rect,UnityEngine.Vector2,UnityEditor.PopupLocationHelper.PopupLocation[])">
<summary>Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistancePointBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Calculate distance between a point and a Bezier curve.</summary>
</member>
<member name="T:UnityEditor.EditorGUI">
<summary>These work pretty much like the normal GUI functions - and also have matching implementations in EditorGUILayout.</summary>
</member>
<member name="P:UnityEditor.EditorGUI.showMixedValue">
<summary>Makes the following controls give the appearance of editing multiple different values.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndVertical()">
<summary>Close a group started with BeginVertical.</summary>
</member>
<member name="P:UnityEditor.EditorGUI.actionKey">
<summary>Is the platform-dependent "action" modifier key held down? (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorWindow.Show()">
<summary>Show the EditorWindow.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.Show(System.Boolean)">
<summary>Show the EditorWindow.</summary>
</member>
<member name="P:UnityEditor.EditorGUI.indentLevel">
<summary>The indent level of the field labels.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.ShowAuxWindow()">
<summary>Show the editor window in the auxiliary window.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToLine(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Pixel distance from mouse pointer to line.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Begin an automatically layouted scrollview.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,System.String)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LabelField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label field. (Useful for showing read-only info.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,System.String,System.Boolean)">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,System.String,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean)">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ToggleLeft(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a toggle field where the toggle is to the left and the label immediately to the right of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,System.String)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,System.Int32,System.Boolean,System.Boolean)">
<summary>Render all ingame cameras.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,System.Boolean,System.Boolean)">
<summary>Render all ingame cameras.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.RenderGameViewCameras(UnityEngine.Rect,UnityEngine.Rect,System.Boolean,System.Boolean)">
<summary>Render all ingame cameras.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextArea(UnityEngine.Rect,System.String)">
<summary>Make a text area.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToCircle(UnityEngine.Vector3,System.Single)">
<summary>Pixel distance from mouse pointer to camera facing circle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a text area.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndScrollView()">
<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndScrollView(System.Boolean)">
<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type,System.Boolean,System.String,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow()">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.String)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Boolean,System.String,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.Type[])">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Type[])">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindow(System.String,System.Boolean,System.Type[])">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.QueueGameViewInputEvent(UnityEngine.Event)">
<summary>Send an input event into the game.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen(System.Type)">
<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.FocusWindowIfItsOpen()">
<summary>Focuses the first found EditorWindow of specified type if it is open.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(System.Type,UnityEngine.Rect,System.Boolean,System.String)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.GetWindowWithRect(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)">
<summary>Returns the first EditorWindow of type t which is currently on the screen.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.SelectableLabel(UnityEngine.Rect,System.String)">
<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.SelectableLabel(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a selectable label field. (Useful for showing read-only info that can be copy-pasted.)</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,System.String)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PasswordField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)">
<summary>Make a text field where the user can enter a password.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUILayoutOption[])">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.Close()">
<summary>Close the editor window.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.Repaint()">
<summary>Make the window repaint.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToRectangle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Pixel distance from mouse pointer to a rectangle on screen.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.GetControlRect(UnityEngine.GUILayoutOption[])">
<summary>Get a rect for an Editor control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,UnityEngine.GUILayoutOption[])">
<summary>Get a rect for an Editor control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUILayoutOption[])">
<summary>Get a rect for an Editor control.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.GetControlRect(System.Boolean,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
<summary>Get a rect for an Editor control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.Single)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.Single,UnityEngine.GUIStyle)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.String,System.Single)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,System.String,System.Single,UnityEngine.GUIStyle)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,UnityEngine.GUIStyle)">
<summary>Make a text field for entering floats.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.BeginFadeGroup(System.Single)">
<summary>Begins a group that can be be hidden/shown and the transition will be animated.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single)">
<summary>Make all EditorGUI look like regular controls.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls()">
<summary>Make all EditorGUI look like regular controls.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.LookLikeControls(System.Single,System.Single)">
<summary>Make all EditorGUI look like regular controls.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.LookLikeInspector()">
<summary>Make all EditorGUI look like simplified outline view controls.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistancePointToLine(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>Distance from a point p in 2d to a line defined by two points a and b.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.CommandEvent(System.String)">
<summary>Creates an event.</summary>
</member>
<member name="M:UnityEditor.EditorGUILayout.EndFadeGroup()">
<summary>Closes a group started with BeginFadeGroup.</summary>
</member>
<member name="M:UnityEditor.EditorWindow.SendEvent(UnityEngine.Event)">
<summary>Sends an Event to a window.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.Double)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.Double,UnityEngine.GUIStyle)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.String,System.Double)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,System.String,System.Double,UnityEngine.GUIStyle)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,UnityEngine.GUIContent,System.Double)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DoubleField(UnityEngine.Rect,UnityEngine.GUIContent,System.Double,UnityEngine.GUIStyle)">
<summary>Make a text field for entering doubles.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistancePointToLineSegment(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2)">
<summary>Distance from a point p in 2d to a line segment defined by two points a and b.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color)">
<summary>Draw a color swatch.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawColorSwatch(UnityEngine.Rect,UnityEngine.Color,System.Boolean)">
<summary>Draw a color swatch.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout.ToggleGroupScope">
<summary>Begin a vertical group with a toggle to enable or disable all the controls within at once.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.Int32)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.String,System.Int32)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color)">
<summary>Draw a curve swatch.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawCurveSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
<summary>Draw a curve swatch.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.Int64)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.Int64,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.String,System.Int64)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,System.String,System.Int64,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int64)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="T:UnityEditor.EditorGUILayout.HorizontalScope">
<summary>Disposable helper class for managing BeginHorizontal / EndHorizontal.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LongField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int64,UnityEngine.GUIStyle)">
<summary>Make a text field for entering integers.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.DrawRegionSwatch(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Color,UnityEngine.Rect)">
<summary>Draw swatch with a filled region between two SerializedProperty curves.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.RGBToHSV(UnityEngine.Color,System.Single&,System.Single&,System.Single&)">
<summary>Convert a color from RGB to HSV color space.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.HSVToRGB(System.Single,System.Single,System.Single)">
<summary>Convert a set of HSV values to an RGB Color.</summary>
</member>
<member name="T:UnityEditor.Editor">
<summary>Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,System.String[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.String,System.Int32,System.String[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,System.String,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[])">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor)">
<summary>Add a custom mouse pointer to a control.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.AddCursorRect(UnityEngine.Rect,UnityEditor.MouseCursor,System.Int32)">
<summary>Add a custom mouse pointer to a control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.Enum)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.Enum,UnityEngine.GUIStyle)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.String,System.Enum)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,System.String,System.Enum,UnityEngine.GUIStyle)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle)">
<summary>Make an enum popup selection field.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>Pixel distance from mouse pointer to a 3D disc.</summary>
</member>
<member name="P:UnityEditor.Editor.target">
<summary>The object being inspected.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,System.String[],System.Int32[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle)">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle)">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIStyle)">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent[],System.Int32[],UnityEngine.GUIContent)">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.String,System.Int32,System.String[],System.Int32[])">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntPopup(UnityEngine.Rect,System.String,System.Int32,System.String[],System.Int32[],UnityEngine.GUIStyle)">
<summary>Make an integer popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.ShowObjectPicker(UnityEngine.Object,System.Boolean,System.String,System.Int32)">
<summary>Show the object picker from code.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,System.String)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,System.String,System.String,UnityEngine.GUIStyle)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,UnityEngine.GUIContent,System.String)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.TagField(UnityEngine.Rect,UnityEngine.GUIContent,System.String,UnityEngine.GUIStyle)">
<summary>Make a tag selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.Int32)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.String,System.Int32)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.LayerField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a layer selection field.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.ClosestPointToDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>Get the point on an disc (in 3D space) which is closest to the current mouse position.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.String[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.String,System.Int32,System.String[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.String,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.Int32,System.String[])">
<summary>Make a field for masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MaskField(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)">
<summary>Make a field for masks.</summary>
</member>
<member name="P:UnityEditor.Editor.targets">
<summary>An array of all the object being inspected.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,UnityEngine.GUIContent,System.Enum,UnityEngine.GUIStyle)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.String,System.Enum)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.String,System.Enum,UnityEngine.GUIStyle)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.Enum)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.Enum,UnityEngine.GUIStyle)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerObject()">
<summary>The object currently selected in the object picker.</summary>
</member>
<member name="T:UnityEditor.CustomEditor">
<summary>Tells an Editor class which run-time type it's an editor for.</summary>
</member>
<member name="P:UnityEditor.Editor.serializedObject">
<summary>A SerializedObject representing the object or objects being inspected.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>Pixel distance from mouse pointer to a 3D section of a disc.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object)">
<summary>Make a custom editor for targetObject or targetObjects.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object,System.Type)">
<summary>Make a custom editor for targetObject or targetObjects.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[],System.Type)">
<summary>Make a custom editor for targetObject or targetObjects.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateEditor(UnityEngine.Object[])">
<summary>Make a custom editor for targetObject or targetObjects.</summary>
</member>
<member name="P:UnityEditor.CustomEditor.isFallback">
<summary>If true, match this editor only if all non-fallback editors do not match. Defaults to false.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateCachedEditor(UnityEngine.Object,System.Type,UnityEditor.Editor&)">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.Editor.CreateCachedEditor(UnityEngine.Object[],System.Type,UnityEditor.Editor&)">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.ClosestPointToArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>Get the point on an arc (in 3D space) which is closest to the current mouse position.</summary>
</member>
<member name="M:UnityEditor.Editor.DrawDefaultInspector()">
<summary>Draw the built-in inspector.</summary>
</member>
<member name="T:UnityEditor.CanEditMultipleObjects">
<summary>Attribute used to make a custom editor support multi-object editing.</summary>
</member>
<member name="M:UnityEditor.Editor.OnInspectorGUI()">
<summary>Implement this function to make a custom inspector.</summary>
</member>
<member name="M:UnityEditor.EditorGUIUtility.GetObjectPickerControlID()">
<summary>The controlID of the currently showing object picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,System.Boolean)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,System.String,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,System.Boolean)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Foldout(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a label with a foldout arrow to the left of it.</summary>
</member>
<member name="T:UnityEditor.MessageType">
<summary>User message types.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
<summary>Make a label for some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>Make a label for some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.HandlePrefixLabel(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,UnityEngine.GUIStyle)">
<summary>Make a label for some control.</summary>
</member>
<member name="T:UnityEditor.PSP2BuildSubtarget">
<summary>Target PS Vita build type.</summary>
</member>
<member name="M:UnityEditor.Editor.RequiresConstantRepaint()">
<summary>Does this edit require to be repainted constantly in its current state?</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode)">
<summary>Draws the alpha channel of a texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture)">
<summary>Draws the alpha channel of a texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawTextureAlpha(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Single)">
<summary>Draws the alpha channel of a texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.DistanceToPolyLine(UnityEngine.Vector3[])">
<summary>Pixel distance from mouse pointer to a polyline.</summary>
</member>
<member name="T:UnityEditor.SCEBuildSubtarget">
<summary>Target PS3 or PS4 build type.</summary>
</member>
<member name="T:UnityEditor.EditorSkin">
<summary>Enum that selects which skin to return from EditorGUIUtility.GetBuiltinSkin.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,UnityEngine.ScaleMode)">
<summary>Draws the texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
<summary>Draws the texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture)">
<summary>Draws the texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DrawPreviewTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material,UnityEngine.ScaleMode,System.Single)">
<summary>Draws the texture within a rectangle.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.ClosestPointToPolyLine(UnityEngine.Vector3[])">
<summary>Get the point on a polyline (in 3D space) which is closest to the current mouse position.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Get the height needed for a PropertyField control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty)">
<summary>Get the height needed for a PropertyField control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean)">
<summary>Get the height needed for a PropertyField control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty)">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Boolean)">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PropertyField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean)">
<summary>Make a field for SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.FocusTextInControl(System.String)">
<summary>Move keyboard focus to a named text field and begin editing of the content.</summary>
</member>
<member name="T:UnityEditor.XboxBuildSubtarget">
<summary>Target Xbox build type.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.BeginDisabledGroup(System.Boolean)">
<summary>Create a group of controls that can be disabled.</summary>
</member>
<member name="M:UnityEditor.Editor.Repaint()">
<summary>Repaint any inspectors that shows this editor.</summary>
</member>
<member name="M:UnityEditor.Editor.HasPreviewGUI()">
<summary>Override this method in subclasses if you implement OnPreviewGUI.</summary>
</member>
<member name="T:UnityEditor.XboxRunMethod">
<summary>Xbox 360 run method.</summary>
</member>
<member name="M:UnityEditor.Editor.GetPreviewTitle()">
<summary>Override this method if you want to change the label of the Preview area.</summary>
</member>
<member name="T:UnityEditor.XboxOneDeployMethod">
<summary>An enumeration that describes how you would like your test build deployed to the console.</summary>
</member>
<member name="T:UnityEditor.MouseCursor">
<summary>Custom mouse cursor shapes used with EditorGUIUtility.AddCursorRect.</summary>
</member>
<member name="T:UnityEditor.MobileTextureSubtarget">
<summary>Compressed texture format for target build platform.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EndDisabledGroup()">
<summary>Ends a disabled group started with BeginDisabledGroup.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.BeginChangeCheck()">
<summary>Check if any control was changed inside a block of code.</summary>
</member>
<member name="T:UnityEditor.WSASDK">
<summary>Specifies Windows SDK which used when building Windows Store Apps.</summary>
</member>
<member name="T:UnityEditor.Handles">
<summary>Custom 3D GUI controls and drawing in the scene view.</summary>
</member>
<member name="M:UnityEditor.Editor.RenderStaticPreview(System.String,UnityEngine.Object[],System.Int32,System.Int32)">
<summary>Override this method if you want to render a static preview that shows.</summary>
</member>
<member name="M:UnityEditor.Editor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EndChangeCheck()">
<summary>Ends a change check started with BeginChangeCheck ().</summary>
</member>
<member name="T:UnityEditor.BlackBerryBuildType">
<summary>Build types available for BlackBerry.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,System.String)">
<summary>Draws a label with a drop shadow.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>Draws a label with a drop shadow.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
<summary>Draws a label with a drop shadow.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.DropShadowLabel(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Draws a label with a drop shadow.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.AddControl(System.Int32,System.Single)">
<summary>Record a distance measurement from a handle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.Boolean)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.String,System.Boolean)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,System.String,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Toggle(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUIStyle)">
<summary>Make a toggle.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,System.String,System.Single,System.Single,System.Single)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,System.Single,System.Single)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single,System.String)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Slider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,System.Single,UnityEngine.GUIContent)">
<summary>Make a slider the user can drag to change a value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.AddDefaultControl(System.Int32)">
<summary>Add the ID for a default control. This will be picked if nothing else is.</summary>
</member>
<member name="M:UnityEditor.Editor.OnInteractivePreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.GetHandleSize(UnityEngine.Vector3)">
<summary>Get world space size of a manipulator handle at given position.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,System.Int32,System.Int32,System.Int32)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,System.String,System.Int32,System.Int32,System.Int32)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32,System.String)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.IntSlider(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Int32,System.Int32,UnityEngine.GUIContent)">
<summary>Make a slider the user can drag to change an integer value between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.GUIContent,UnityEngine.Rect,System.Single&,System.Single&,System.Single,System.Single)">
<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MinMaxSlider(UnityEngine.Rect,System.Single&,System.Single&,System.Single,System.Single)">
<summary>Make a special slider the user can use to specify a range between a min and a max.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Popup(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent[],UnityEngine.GUIContent)">
<summary>Make a generic popup selection field.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EnumMaskField(UnityEngine.Rect,System.Enum,UnityEngine.GUIStyle,System.Int32&,System.Boolean&)">
<summary>Make a field for enum based masks.</summary>
</member>
<member name="M:UnityEditor.Editor.OnPreviewSettings()">
<summary>Override this method if you want to show custom controls in the preview header.</summary>
</member>
<member name="P:UnityEditor.Handles.xAxisColor">
<summary>Color to use for handles that manipulates the X coordinate of something.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Type,UnityEngine.GUIContent)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Type,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.Object,System.Type,System.Boolean)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.Object,System.Type)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,System.String,UnityEngine.Object,System.Type,System.Boolean)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,System.String,UnityEngine.Object,System.Type)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object,System.Type,System.Boolean)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ObjectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Object,System.Type)">
<summary>Make an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.</summary>
</member>
<member name="T:UnityEditor.EditorUserBuildSettings">
<summary>User build settings for the Editor</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Vector2Field(UnityEngine.Rect,System.String,UnityEngine.Vector2)">
<summary>Make an X &amp; Y field for entering a Vector2.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Vector2Field(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)">
<summary>Make an X &amp; Y field for entering a Vector2.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Vector3Field(UnityEngine.Rect,System.String,UnityEngine.Vector3)">
<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Vector3Field(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector3)">
<summary>Make an X, Y &amp; Z field for entering a Vector3.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.Vector4Field(UnityEngine.Rect,System.String,UnityEngine.Vector4)">
<summary>Make an X, Y, Z &amp; W field for entering a Vector4.</summary>
</member>
<member name="F:UnityEditor.EditorUserBuildSettings.activeBuildTargetChanged">
<summary>Triggered in response to SwitchActiveBuildTarget.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,UnityEngine.Rect)">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,System.String,UnityEngine.Rect)">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.RectField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Rect)">
<summary>Make an X, Y, W &amp; H field for entering a Rect.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup">
<summary>The currently selected build target group.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.selectedStandaloneTarget">
<summary>The currently selected target for a standalone build.</summary>
</member>
<member name="P:UnityEditor.Handles.yAxisColor">
<summary>Color to use for handles that manipulates the Y coordinate of something.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.BoundsField(UnityEngine.Rect,UnityEngine.Bounds)">
<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.BoundsField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Bounds)">
<summary>Make Center &amp; Extents field for entering a Bounds.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.WorldToGUIPoint(UnityEngine.Vector3)">
<summary>Convert world space point to a 2D GUI position.</summary>
</member>
<member name="P:UnityEditor.Handles.zAxisColor">
<summary>Color to use for handles that manipulates the Z coordinate of something.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.GUIPointToWorldRay(UnityEngine.Vector2)">
<summary>Convert 2D GUI position to a world space ray.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIContent[],System.Single[])">
<summary>Make a multi-control with text fields for entering multiple floats in the same line.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent[],System.Single[])">
<summary>Make a multi-control with text fields for entering multiple floats in the same line.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiFloatField(UnityEngine.Rect,UnityEngine.GUIContent[],System.Single[],System.Single)">
<summary>Make a multi-control with text fields for entering multiple floats in the same line.</summary>
</member>
<member name="P:UnityEditor.Handles.centerColor">
<summary>Color to use for handles that represent the center of something.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiPropertyField(UnityEngine.Rect,UnityEngine.GUIContent[],UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
<summary>Make a multi-control with several property fields in the same line.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiPropertyField(UnityEngine.Rect,UnityEngine.GUIContent[],UnityEditor.SerializedProperty)">
<summary>Make a multi-control with several property fields in the same line.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.MultiPropertyField(UnityEngine.Rect,UnityEngine.GUIContent[],UnityEditor.SerializedProperty,System.Single,System.Boolean[])">
<summary>Make a multi-control with several property fields in the same line.</summary>
</member>
<member name="M:UnityEditor.Editor.GetInfoString()">
<summary>Implement this method to show asset information on top of the asset preview.</summary>
</member>
<member name="M:UnityEditor.Editor.DrawHeader()">
<summary>Call this function to draw the header of the editor.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.WorldPointToSizedRect(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Calculate a rectangle to display a 2D GUI element near a projected point in 3D space.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect)">
<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PickRectObjects(UnityEngine.Rect,System.Boolean)">
<summary>Pick GameObjects that lie within a specified screen rectangle.</summary>
</member>
<member name="P:UnityEditor.Handles.selectedColor">
<summary>Color to use for the currently active handle.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.psmBuildSubtarget">
<summary>PSM Build Subtarget.</summary>
</member>
<member name="P:UnityEditor.Handles.secondaryColor">
<summary>Soft color to use for for general things.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Int32&)">
<summary>Pick game object closest to specified position.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PickGameObject(UnityEngine.Vector2,System.Boolean)">
<summary>Pick game object closest to specified position.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.Color)">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.Color,System.Boolean,System.Boolean)">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,System.String,UnityEngine.Color)">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color)">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ColorField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Color,System.Boolean,System.Boolean)">
<summary>Make a field for selecting a Color.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PushCamera(UnityEngine.Camera)">
<summary>Store all camera settings.</summary>
</member>
<member name="M:UnityEditor.Editor.DrawPreview(UnityEngine.Rect)">
<summary>The first entry point for Preview Drawing.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.AnimationCurve)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,System.String,UnityEngine.AnimationCurve)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.AnimationCurve)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,System.String,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.AnimationCurve,UnityEngine.Color,UnityEngine.Rect)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.CurveField(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.Color,UnityEngine.Rect)">
<summary>Make a field for editing an AnimationCurve.</summary>
</member>
<member name="P:UnityEditor.Handles.lighting">
<summary>Are handles lit?</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.psp2BuildSubtarget">
<summary>PS Vita Build subtarget.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.InspectorTitlebar(UnityEngine.Rect,UnityEngine.Object[])">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.InspectorTitlebar(UnityEngine.Rect,System.Boolean,UnityEngine.Object)">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.InspectorTitlebar(UnityEngine.Rect,System.Boolean,UnityEngine.Object[])">
<summary>Make an inspector-window-like titlebar.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.ProgressBar(UnityEngine.Rect,System.Single,System.String)">
<summary>Make a progress bar.</summary>
</member>
<member name="M:UnityEditor.Editor.UseDefaultMargins()">
<summary>Override this method in subclasses to return false if you don't want default margins.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.HelpBox(UnityEngine.Rect,System.String,UnityEditor.MessageType)">
<summary>Make a help box with a message to the user.</summary>
</member>
<member name="P:UnityEditor.Handles.color">
<summary>Colors of the handles.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.ps4BuildSubtarget">
<summary>PS4 Build Subtarget.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.PopCamera(UnityEngine.Camera)">
<summary>Retrieve all camera settings.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.sceBuildSubtarget">
<summary>SCE Build subtarget.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.PrefixLabel(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a label in front of some control.</summary>
</member>
<member name="T:UnityEditor.ReplacePrefabOptions">
<summary>Flags for the PrefabUtility.ReplacePrefab function.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.explicitNullChecks">
<summary>Are null references actively checked?</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.needSubmissionMaterials">
<summary>Build submission materials.</summary>
</member>
<member name="P:UnityEditor.Handles.matrix">
<summary>Matrix for all handle operations.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.RaySnap(UnityEngine.Ray)">
<summary>Casts ray against the scene and report if an object lies in its path.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.BeginProperty(UnityEngine.Rect,UnityEngine.GUIContent,UnityEditor.SerializedProperty)">
<summary>Create a Property wrapper, useful for making regular GUI controls work with SerializedProperty.</summary>
</member>
<member name="M:UnityEditor.HandleUtility.Repaint()">
<summary>Repaint the current view.</summary>
</member>
<member name="T:UnityEditor.ClipAnimationInfoCurve">
<summary>Stores a curve and its name that will be used to create additionnal curves during the import process.</summary>
</member>
<member name="M:UnityEditor.EditorGUI.EndProperty()">
<summary>Ends a Property wrapper started with BeginProperty.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.compressWithPsArc">
<summary>Build data compressed with PSArc.</summary>
</member>
<member name="F:UnityEditor.ClipAnimationInfoCurve.name">
<summary>The name of the animation curve.</summary>
</member>
<member name="T:UnityEditor.PrefabType">
<summary>The type of a prefab object as returned by EditorUtility.GetPrefabType.</summary>
</member>
<member name="T:UnityEditor.PropertyModification">
<summary>Defines a single modified property.</summary>
</member>
<member name="F:UnityEditor.PropertyModification.target">
<summary>Object that will be modified.</summary>
</member>
<member name="F:UnityEditor.PropertyModification.propertyPath">
<summary>Property path of the property being modified (Matches as SerializedProperty.propertyPath).</summary>
</member>
<member name="F:UnityEditor.PropertyModification.value">
<summary>The value being applied.</summary>
</member>
<member name="F:UnityEditor.PropertyModification.objectReference">
<summary>The value being applied when it is a object reference (which can not be represented as a string).</summary>
</member>
<member name="P:UnityEditor.Handles.inverseMatrix">
<summary>The inverse of the matrix for all handle operations.</summary>
</member>
<member name="P:UnityEditor.Handles.currentCamera">
<summary>Setup viewport and stuff for a current camera.</summary>
</member>
<member name="F:UnityEditor.ClipAnimationInfoCurve.curve">
<summary>The animation curve.</summary>
</member>
<member name="T:UnityEditor.PrefabUtility">
<summary>Utility class for any prefab related operations.</summary>
</member>
<member name="M:UnityEditor.Handles.PositionHandle(UnityEngine.Vector3,UnityEngine.Quaternion)">
<summary>Make a 3D Scene view position handle.</summary>
</member>
<member name="T:UnityEditor.ModelImporterClipAnimation">
<summary>Animation clips to split animation into.</summary>
</member>
<member name="F:UnityEditor.PrefabUtility.PrefabInstanceUpdated UnityEditor.PrefabUtility.prefabInstanceUpdated">
<summary>Called after prefab instances in the scene have been updated.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.GetPrefabParent(UnityEngine.Object)">
<summary>Returns the parent asset object of source, or null if it can't be found.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.GetPrefabObject(UnityEngine.Object)">
<summary>Retrieves the enclosing prefab for any object contained within.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.GetPropertyModifications(UnityEngine.Object)">
<summary>Extract all modifications that are applied to the prefab instance compared to the parent prefab.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.SetPropertyModifications(UnityEngine.Object,UnityEditor.PropertyModification[])">
<summary>Assigns all modifications that are applied to the prefab instance compared to the parent prefab.</summary>
</member>
<member name="T:UnityEditor.ModelImporterGenerateAnimations">
<summary>Animation generation options for ModelImporter. These options relate to the legacy Animation system, they should only be used when ModelImporter.animationType==ModelImporterAnimationType.Legacy.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.InstantiateAttachedAsset(UnityEngine.Object)">
<summary>Instantiate an asset that is referenced by a prefab and use it on the prefab instance.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.takeName">
<summary>Take name.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(UnityEngine.Object)">
<summary>Force record property modifications by comparing against the parent prefab.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.forceInstallation">
<summary>Force installation of package, even if error.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.MergeAllPrefabInstances(UnityEngine.Object)">
<summary>Force re-merging all prefab instances of this prefab.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.DisconnectPrefabInstance(UnityEngine.Object)">
<summary>Disconnects the prefab instance from its parent prefab.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.InstantiatePrefab(UnityEngine.Object)">
<summary>Instantiates the given prefab.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.enableHeadlessMode">
<summary>Enables a Linux headless build.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.CreateEmptyPrefab(System.String)">
<summary>Creates an empty prefab at given path.</summary>
</member>
<member name="T:UnityEditor.ModelImporterAnimationType">
<summary>Animation mode for ModelImporter.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject,UnityEditor.ReplacePrefabOptions)">
<summary>Creates a prefab from a game object hierarchy.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.CreatePrefab(System.String,UnityEngine.GameObject)">
<summary>Creates a prefab from a game object hierarchy.</summary>
</member>
<member name="M:UnityEditor.Handles.RotationHandle(UnityEngine.Quaternion,UnityEngine.Vector3)">
<summary>Make a Scene view rotation handle.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.name">
<summary>Clip name.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.buildScriptsOnly">
<summary>Is build script only enabled.</summary>
</member>
<member name="T:UnityEditor.TakeInfo">
<summary>A Takeinfo object contains all the information needed to describe a take.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.name">
<summary>Take name as define from imported file.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.defaultClipName">
<summary>This is the default clip name for the clip generated for this take.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.startTime">
<summary>Start time in second.</summary>
</member>
<member name="M:UnityEditor.Handles.ScaleHandle(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Make a Scene view scale handle.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.stopTime">
<summary>Stop time in second.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.bakeStartTime">
<summary>Start time in second.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.bakeStopTime">
<summary>Stop time in second.</summary>
</member>
<member name="M:UnityEditor.Handles.RadiusHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single,System.Boolean)">
<summary>Make a Scene view radius handle.</summary>
</member>
<member name="M:UnityEditor.Handles.RadiusHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single)">
<summary>Make a Scene view radius handle.</summary>
</member>
<member name="F:UnityEditor.TakeInfo.sampleRate">
<summary>Sample rate of the take.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.xboxBuildSubtarget">
<summary>Xbox Build subtarget.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Make a 3D slider.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,System.Single)">
<summary>Make a 3D slider.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2,System.Boolean)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2,System.Boolean)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(System.Int32,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,UnityEngine.Vector2,System.Boolean)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,System.Single)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="M:UnityEditor.Handles.Slider2D(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEditor.Handles.DrawCapFunction,System.Single,System.Boolean)">
<summary>Slide a handle in a 2D plane.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.xboxRunMethod">
<summary>Selected Xbox Run Method.</summary>
</member>
<member name="T:UnityEditor.ModelImporter">
<summary>Model importer lets you modify model import settings from editor scripts.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.streamingInstallLaunchRange">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.generateMaterials">
<summary>Material generation options.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.xboxOneDeployMethod">
<summary>The currently selected Xbox One Deploy Method.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.importMaterials">
<summary>Import materials from file.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.materialName">
<summary>Material naming setting.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.androidBuildSubtarget">
<summary>Android platform options.</summary>
</member>
<member name="M:UnityEditor.Handles.FreeRotateHandle(UnityEngine.Quaternion,UnityEngine.Vector3,System.Single)">
<summary>Make an unconstrained rotation handle.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object,UnityEditor.ReplacePrefabOptions)">
<summary>Replaces the targetPrefab with a copy of the game object hierarchy go.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.ReplacePrefab(UnityEngine.GameObject,UnityEngine.Object)">
<summary>Replaces the targetPrefab with a copy of the game object hierarchy go.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.FindRootGameObjectWithSameParentPrefab(UnityEngine.GameObject)">
<summary>Returns the topmost game object that has the same prefab parent as target.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.FindValidUploadPrefabInstanceRoot(UnityEngine.GameObject)">
<summary>Returns root game object of the prefab instance if that root prefab instance is a parent of the prefab.</summary>
</member>
<member name="M:UnityEditor.Handles.FreeMoveHandle(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEngine.Vector3,UnityEditor.Handles.DrawCapFunction)">
<summary>Make an unconstrained movement handle.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.ReconnectToLastPrefab(UnityEngine.GameObject)">
<summary>Connects the game object to the prefab that it was last connected to.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.firstFrame">
<summary>First frame of the clip.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.materialSearch">
<summary>Existing material search setting.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.ResetToPrefabState(UnityEngine.Object)">
<summary>Resets the properties of the component or game object to the parent prefab state.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.RevertPrefabInstance(UnityEngine.GameObject)">
<summary>Resets the properties of all objects in the prefab, including child game objects and components that were added to the prefab instance.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.lastFrame">
<summary>Last frame of the clip.</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.GetPrefabType(UnityEngine.Object)">
<summary>Given an object, returns its prefab type (None, if it's not a prefab).</summary>
</member>
<member name="M:UnityEditor.PrefabUtility.FindPrefabRoot(UnityEngine.GameObject)">
<summary>Helper function to find the prefab root of an object (used for picking niceness).</summary>
</member>
<member name="T:UnityEditor.PrefabUtility.PrefabInstanceUpdated">
<summary>Delegate for method that is called after prefab instances in the scene have been updated.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.wsaGenerateReferenceProjects">
<summary>Generate and reference C# projects from your main solution.</summary>
</member>
<member name="M:UnityEditor.Handles.ScaleSlider(System.Single,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Single)">
<summary>Make a directional scale slider.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.globalScale">
<summary>Global scale factor for importing.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildSubtarget">
<summary>The texture compression type to be used when building.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.wrapMode">
<summary>The wrap mode of the animation.</summary>
</member>
<member name="M:UnityEditor.Handles.ScaleValueHandle(System.Single,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,UnityEditor.Handles.DrawCapFunction,System.Single)">
<summary>Make a single-float draggable handle.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.loop">
<summary>Is the clip a looping animation?</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.blackberryBuildType">
<summary>The build type to be used.</summary>
</member>
<member name="T:UnityEditor.Undo">
<summary>Lets you register undo operations on specific objects you are about to perform changes on.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.isUseFileUnitsSupported">
<summary>Is useFileUnits supported for this asset.</summary>
</member>
<member name="F:UnityEditor.Undo.UndoRedoCallback UnityEditor.Undo.undoRedoPerformed">
<summary>Callback that is triggered after an undo or redo was executed.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.rotationOffset">
<summary>Offset in degrees to the root rotation.</summary>
</member>
<member name="F:UnityEditor.Undo.WillFlushUndoRecord UnityEditor.Undo.willFlushUndoRecord">
<summary>Invoked before the Undo system performs a flush.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerStreamed">
<summary>Select the streaming option for a webplayer build.</summary>
</member>
<member name="M:UnityEditor.Undo.SetTransformParent(UnityEngine.Transform,UnityEngine.Transform,System.String)">
<summary>Sets the parent of transform to the new parent and records an undo operation.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.heightOffset">
<summary>Offset to the vertical root position.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.useFileUnits">
<summary>Detect file units and import as 1FileUnit=1UnityUnit, otherwise it will import as 1cm=1UnityUnit.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.webPlayerOfflineDeployment">
<summary>Build the webplayer along with the UnityObject.js file (so it doesn't need to be downloaded).</summary>
</member>
<member name="M:UnityEditor.Handles.Disc(UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Boolean,System.Single)">
<summary>Make a 3D disc that can be dragged with the mouse.</summary>
</member>
<member name="M:UnityEditor.Undo.RegisterCreatedObjectUndo(UnityEngine.Object,System.String)">
<summary>Register an undo operations for a newly created object.</summary>
</member>
<member name="M:UnityEditor.Handles.Button(UnityEngine.Vector3,UnityEngine.Quaternion,System.Single,System.Single,UnityEditor.Handles.DrawCapFunction)">
<summary>Make a 3D Button.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.fileScale">
<summary>File scale factor (if available) or default one. (Read-only).</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.activeBuildTarget">
<summary>The currently active build target.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.cycleOffset">
<summary>Offset to the cycle of a looping animation, if a different time in it is desired to be the start.</summary>
</member>
<member name="M:UnityEditor.Undo.DestroyObjectImmediate(UnityEngine.Object)">
<summary>Destroys the object and records an undo operation so that it can be recreated.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.loopTime">
<summary>Enable to make the clip loop.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.isFileScaleUsed">
<summary>Is FileScale was used when importing.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.activeScriptCompilationDefines">
<summary>DEFINE directives for the compiler.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.loopPose">
<summary>Enable to make the motion loop seamlessly.</summary>
</member>
<member name="M:UnityEditor.Undo.RecordObject(UnityEngine.Object,System.String)">
<summary>Records any changes done on the object after the RecordObject function.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.importBlendShapes">
<summary>Controls import of BlendShapes.</summary>
</member>
<member name="M:UnityEditor.Handles.SnapValue(System.Single,System.Single)">
<summary>Rounds the value val to the closest multiple of snap (snap can only be posiive).</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootRotation">
<summary>Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion.</summary>
</member>
<member name="M:UnityEditor.Handles.CubeCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a cube. Pass this into handle functions.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.development">
<summary>Enables a development build.</summary>
</member>
<member name="M:UnityEditor.Undo.RecordObjects(UnityEngine.Object[],System.String)">
<summary>Records multiple undoable objects in a single call. This is the same as calling Undo.RecordObject multiple times.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.webGLOptimizationLevel">
<summary>Optimization level for WebGL.</summary>
</member>
<member name="M:UnityEditor.Undo.ClearUndo(UnityEngine.Object)">
<summary>Removes all Undo operation for the identifier object registered using Undo.RegisterCompleteObjectUndo from the undo stack.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootHeightY">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.addCollider">
<summary>Add mesh colliders to imported meshes.</summary>
</member>
<member name="M:UnityEditor.Handles.SphereCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a Sphere. Pass this into handle functions.</summary>
</member>
<member name="M:UnityEditor.Undo.PerformUndo()">
<summary>Perform an Undo operation.</summary>
</member>
<member name="M:UnityEditor.Undo.PerformRedo()">
<summary>Perform an Redo operation.</summary>
</member>
<member name="M:UnityEditor.Undo.IncrementCurrentGroup()">
<summary>Unity automatically groups undo operations by the current group index.</summary>
</member>
<member name="M:UnityEditor.Undo.GetCurrentGroup()">
<summary>Unity automatically groups undo operations by the current group index.</summary>
</member>
<member name="M:UnityEditor.Undo.GetCurrentGroupName()">
<summary>Get the name that will be shown in the UI for the current undo group.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.lockRootPositionXZ">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.Handles.ConeCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a Cone. Pass this into handle functions.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.normalSmoothingAngle">
<summary>Smoothing angle for calculating normals.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalOrientation">
<summary>Keeps the vertical position as it is authored in the source file.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionY">
<summary>Keeps the vertical position as it is authored in the source file.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.connectProfiler">
<summary>Start the player with a connection to the profiler.</summary>
</member>
<member name="M:UnityEditor.Undo.SetCurrentGroupName(System.String)">
<summary>Set the name of the current undo group.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.splitTangentsAcrossSeams">
<summary>Should tangents be split across UV seams.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.keepOriginalPositionXZ">
<summary>Keeps the vertical position as it is authored in the source file.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.allowDebugging">
<summary>Enable source-level debuggers to connect.</summary>
</member>
<member name="M:UnityEditor.Undo.RevertAllInCurrentGroup()">
<summary>Performs the last undo operation but does not record a redo operation.</summary>
</member>
<member name="M:UnityEditor.Undo.RevertAllDownToGroup(System.Int32)">
<summary>Performs all undo operations up to the group index without storing a redo operation in the process.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.swapUVChannels">
<summary>Swap primary and secondary UV channels when importing.</summary>
</member>
<member name="M:UnityEditor.Undo.CollapseUndoOperations(System.Int32)">
<summary>Collapses all undo operation up to group index together into one step.</summary>
</member>
<member name="M:UnityEditor.Undo.FlushUndoRecordObjects()">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.exportAsGoogleAndroidProject">
<summary>Export Android Project for use wih Android Studio or Eclipse.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.heightFromFeet">
<summary>Keeps the feet aligned with the root transform position.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.generateSecondaryUV">
<summary>Generate secondary UV set for lightmapping.</summary>
</member>
<member name="T:UnityEditor.Undo.UndoRedoCallback">
<summary>Delegate used for undoRedoPerformed.</summary>
</member>
<member name="T:UnityEditor.Undo.WillFlushUndoRecord">
<summary>Delegate used for willFlushUndoRecord.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.secondaryUVAngleDistortion">
<summary>Threshold for angle distortion when generating secondary UV.</summary>
</member>
<member name="T:UnityEditor.UndoPropertyModification">
<summary>See Also: Undo.postprocessModifications.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.secondaryUVAreaDistortion">
<summary>Threshold for area distortion when generating secondary UV.</summary>
</member>
<member name="M:UnityEditor.Handles.CylinderCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a Cylinder. Pass this into handle functions.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.secondaryUVHardAngle">
<summary>Hard angle for generating secondary UV.</summary>
</member>
<member name="T:UnityEditor.ExportPackageOptions">
<summary>Export package option. Multiple options can be combined together using the | operator.</summary>
</member>
<member name="M:UnityEditor.Handles.SelectionFrame(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a camera facing selection frame.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.mirror">
<summary>Mirror left and right in this clip.</summary>
</member>
<member name="T:UnityEditor.FileUtil">
<summary>Lets you do move, copy, delete operations over files or directories.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.symlinkLibraries">
<summary>Symlink runtime libraries with an iOS Xcode project.</summary>
</member>
<member name="P:UnityEditor.EditorUserBuildSettings.installInBuildFolder">
<summary>Place the built player in the build folder.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.secondaryUVPackMargin">
<summary>Margin to be left between charts when packing secondary UV.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.maskType">
<summary>Define mask type.</summary>
</member>
<member name="M:UnityEditor.Handles.DotCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a camera-facing dot. Pass this into handle functions.</summary>
</member>
<member name="M:UnityEditor.Handles.CircleCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw a camera-facing Circle. Pass this into handle functions.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.generateAnimations">
<summary>Animation generation options.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.maskSource">
<summary>The AvatarMask used to mask transforms during the import process.</summary>
</member>
<member name="M:UnityEditor.EditorUserBuildSettings.SwitchActiveBuildTarget(UnityEditor.BuildTarget)">
<summary>Select a new build target to be active.</summary>
</member>
<member name="M:UnityEditor.Handles.ArrowCap(System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,System.Single)">
<summary>Draw an arrow like those used by the move tool.</summary>
</member>
<member name="M:UnityEditor.FileUtil.DeleteFileOrDirectory(System.String)">
<summary>Deletes a file or a directory given a path.</summary>
</member>
<member name="T:UnityEditor.AudioSampleRateSetting">
<summary>The sample rate setting used within the AudioImporter. This defines the sample rate conversion of audio on import.</summary>
</member>
<member name="M:UnityEditor.FileUtil.CopyFileOrDirectory(System.String,System.String)">
<summary>Copies a file or a directory.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
<summary>Draw a line from p1 to p2.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.importedTakeInfos">
<summary>Generates the list of all imported take.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.events">
<summary>AnimationEvents that will be added during the import process.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawPolyLine(UnityEngine.Vector3[])">
<summary>Draw a line going through the list of all points.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.curves">
<summary>Additionnal curves that will be that will be added during the import process.</summary>
</member>
<member name="T:UnityEditor.AudioImporterSampleSettings">
<summary>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.</summary>
</member>
<member name="F:UnityEditor.AudioImporterSampleSettings.loadType">
<summary>LoadType defines how the imported AudioClip data should be loaded.</summary>
</member>
<member name="P:UnityEditor.ModelImporterClipAnimation.maskNeedsUpdating">
<summary></summary>
</member>
<member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateSetting">
<summary>Defines how the sample rate is modified (if at all) of the importer audio file.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawDottedLine(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>Draw a dotted line from p1 to p2.</summary>
</member>
<member name="F:UnityEditor.AudioImporterSampleSettings.sampleRateOverride">
<summary>Target sample rate to convert to when samplerateSetting is set to OverrideSampleRate.</summary>
</member>
<member name="F:UnityEditor.AudioImporterSampleSettings.compressionFormat">
<summary>CompressionFormat defines the compression type that the audio file is encoded to. Different compression types have different performance and audio artifact characteristics.</summary>
</member>
<member name="F:UnityEditor.AudioImporterSampleSettings.quality">
<summary>Audio compression quality (0-1)Amount of compression. The value roughly corresponds to the ratio between the resulting and the source file sizes.</summary>
</member>
<member name="T:UnityEditor.AudioImporter">
<summary>Audio importer lets you modify AudioClip import settings from editor scripts.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.transformPaths">
<summary>Generates the list of all imported Transforms.</summary>
</member>
<member name="M:UnityEditor.FileUtil.CopyFileOrDirectoryFollowSymlinks(System.String,System.String)">
<summary>Copies the file or directory.</summary>
</member>
<member name="M:UnityEditor.EditorUserBuildSettings.GetBuildLocation(UnityEditor.BuildTarget)">
<summary>Get the current location for the build.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Color[],UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(System.Single,UnityEngine.Color[],UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(System.Single,UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Texture2D,UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(System.Single,System.Int32,UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAPolyLine(UnityEngine.Texture2D,System.Single,UnityEngine.Vector3[])">
<summary>Draw anti-aliased line specified with point array and width.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.referencedClips">
<summary>Generates the list of all imported Animations.</summary>
</member>
<member name="T:UnityEditor.ModelImporterGenerateMaterials">
<summary>Material generation options for ModelImporter.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawAAConvexPolygon(UnityEngine.Vector3[])">
<summary>Draw anti-aliased convex polygon specified with point array.</summary>
</member>
<member name="T:UnityEditor.ModelImporterMaterialName">
<summary>Material naming options for ModelImporter.</summary>
</member>
<member name="P:UnityEditor.AudioImporter.defaultSampleSettings">
<summary>The default sample settings for the AudioClip importer.</summary>
</member>
<member name="P:UnityEditor.AudioImporter.forceToMono">
<summary>Force this clip to mono?</summary>
</member>
<member name="M:UnityEditor.Handles.DrawBezier(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,UnityEngine.Texture2D,System.Single)">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.AudioImporter.loadInBackground">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.AudioImporter.preloadAudioData">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.isReadable">
<summary>Are mesh vertices and indices accessible from script?</summary>
</member>
<member name="T:UnityEditor.ModelImporterMaterialSearch">
<summary>Material search options for ModelImporter.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.optimizeMesh">
<summary>Vertex optimization setting.</summary>
</member>
<member name="T:UnityEditor.ModelImporterTangentSpaceMode">
<summary>Animation generation options for ModelImporter.</summary>
</member>
<member name="P:UnityEditor.AudioImporter.compressionBitrate">
<summary>Compression bitrate.</summary>
</member>
<member name="T:UnityEditor.ModelImporterMeshCompression">
<summary>Mesh compression options for ModelImporter.</summary>
</member>
<member name="M:UnityEditor.AudioImporter.ContainsSampleSettingsOverride(System.String)">
<summary>Returns whether a given build target has its sample settings currently overridden.</summary>
</member>
<member name="M:UnityEditor.AudioImporter.GetOverrideSampleSettings(System.String)">
<summary>Return the current override settings for the given platform.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.normalImportMode">
<summary>Normals import mode.</summary>
</member>
<member name="M:UnityEditor.AudioImporter.SetOverrideSampleSettings(System.String,UnityEditor.AudioImporterSampleSettings)">
<summary>Sets the override sample settings for the given platform.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawWireDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>Draw the outline of a flat disc in 3D space.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawWireArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>Draw a circular arc in 3D space.</summary>
</member>
<member name="M:UnityEditor.EditorUserBuildSettings.SetBuildLocation(UnityEditor.BuildTarget,System.String)">
<summary>Set a new location for the build.</summary>
</member>
<member name="T:UnityEditor.ModelImporterAnimationCompression">
<summary>Animation compression options for ModelImporter.</summary>
</member>
<member name="M:UnityEditor.FileUtil.MoveFileOrDirectory(System.String,System.String)">
<summary>Moves a file or a directory from a given path to another path.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.tangentImportMode">
<summary>Tangents import mode.</summary>
</member>
<member name="M:UnityEditor.AudioImporter.ClearSampleSettingOverride(System.String)">
<summary>Clears the sample settings override for the given platform.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawSolidRectangleWithOutline(UnityEngine.Vector3[],UnityEngine.Color,UnityEngine.Color)">
<summary>Draw a solid outlined rectangle in 3D space.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.bakeIK">
<summary>Bake Inverse Kinematics (IK) when importing.</summary>
</member>
<member name="M:UnityEditor.FileUtil.GetUniqueTempPathInProject()">
<summary>Returns a unique path in the Temp folder within your current project.</summary>
</member>
<member name="T:UnityEditor.FontTextureCase">
<summary>Texture case constants for TrueTypeFontImporter.</summary>
</member>
<member name="T:UnityEditor.MovieImporter">
<summary>AssetImporter for importing MovieTextures.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawSolidDisc(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
<summary>Draw a solid flat disc in 3D space.</summary>
</member>
<member name="T:UnityEditor.AssetMoveResult">
<summary>Result of Asset move</summary>
</member>
<member name="P:UnityEditor.ModelImporter.isBakeIKSupported">
<summary>Is Bake Inverse Kinematics (IK) supported by this importer.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawSolidArc(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
<summary>Draw a circular sector (pie piece) in 3D space.</summary>
</member>
<member name="M:UnityEditor.FileUtil.ReplaceFile(System.String,System.String)">
<summary>Replaces a file.</summary>
</member>
<member name="T:UnityEditor.FontRenderingMode">
<summary>Font rendering mode constants for TrueTypeFontImporter.</summary>
</member>
<member name="T:UnityEditor.AssetDeleteResult">
<summary>Result of Asset delete operation</summary>
</member>
<member name="P:UnityEditor.ModelImporter.isTangentImportSupported">
<summary>Is import of tangents supported by this importer.</summary>
</member>
<member name="P:UnityEditor.MovieImporter.quality">
<summary>Quality setting to use when importing the movie. This is a float value from 0 to 1.</summary>
</member>
<member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,System.String)">
<summary>Make a text label positioned in 3D space.</summary>
</member>
<member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.Texture)">
<summary>Make a text label positioned in 3D space.</summary>
</member>
<member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.GUIContent)">
<summary>Make a text label positioned in 3D space.</summary>
</member>
<member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,System.String,UnityEngine.GUIStyle)">
<summary>Make a text label positioned in 3D space.</summary>
</member>
<member name="M:UnityEditor.Handles.Label(UnityEngine.Vector3,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
<summary>Make a text label positioned in 3D space.</summary>
</member>
<member name="T:UnityEditor.ClipAnimationMaskType">
<summary>AnimationClip mask options for ModelImporterClipAnimation.</summary>
</member>
<member name="T:UnityEditor.MeshUtility">
<summary>Various utilities for mesh manipulation.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.meshCompression">
<summary>Mesh compression setting.</summary>
</member>
<member name="M:UnityEditor.FileUtil.ReplaceDirectory(System.String,System.String)">
<summary>Replaces a directory.</summary>
</member>
<member name="T:UnityEditor.Unwrapping">
<summary>This class holds everything you may need in regard to uv-unwrapping.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.importAnimation">
<summary>Import animation from file.</summary>
</member>
<member name="P:UnityEditor.MovieImporter.linearTexture">
<summary>Is this a linear texture or an sRGB texture (Only used when performing linear rendering).</summary>
</member>
<member name="M:UnityEditor.MeshUtility.SetPerTriangleUV2(UnityEngine.Mesh,UnityEngine.Vector2[])">
<summary>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</summary>
</member>
<member name="M:UnityEditor.Handles.GetMainGameViewSize()">
<summary>Get the width and height of the main game view.</summary>
</member>
<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh)">
<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
</member>
<member name="M:UnityEditor.Unwrapping.GeneratePerTriangleUV(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
<summary>Will generate per-triangle uv (3 uv pairs for each triangle) with default settings.</summary>
</member>
<member name="T:UnityEditor.ResolutionDialogSetting">
<summary>Resolution dialog setting.</summary>
</member>
<member name="P:UnityEditor.MovieImporter.duration">
<summary>Duration of the Movie to be imported in seconds.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.optimizeGameObjects">
<summary>Animation optimization setting.</summary>
</member>
<member name="M:UnityEditor.MeshUtility.SetMeshCompression(UnityEngine.Mesh,UnityEditor.ModelImporterMeshCompression)">
<summary>Change the mesh compression setting for a mesh.</summary>
</member>
<member name="M:UnityEditor.Handles.ClearCamera(UnityEngine.Rect,UnityEngine.Camera)">
<summary>Clears the camera.</summary>
</member>
<member name="T:UnityEditor.ScriptingImplementation">
<summary>Scripting implementation (backend).</summary>
</member>
<member name="M:UnityEditor.MeshUtility.GetMeshCompression(UnityEngine.Mesh)">
<summary>Returns the mesh compression setting for a Mesh.</summary>
</member>
<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh)">
<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
</member>
<member name="M:UnityEditor.Unwrapping.GenerateSecondaryUVSet(UnityEngine.Mesh,UnityEditor.UnwrapParam)">
<summary>Will auto generate uv2 with default settings for provided mesh, and fill them in.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.extraExposedTransformPaths">
<summary>Animation optimization setting.</summary>
</member>
<member name="T:UnityEditor.iOSShowActivityIndicatorOnLoading">
<summary>Activity Indicator on loading.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawCamera(UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters)">
<summary>Draws a camera inside a rectangle.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawCamera(UnityEngine.Rect,UnityEngine.Camera)">
<summary>Draws a camera inside a rectangle.</summary>
</member>
<member name="M:UnityEditor.Handles.DrawCamera(UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode)">
<summary>Draws a camera inside a rectangle.</summary>
</member>
<member name="T:UnityEditor.StaticOcclusionCulling">
<summary>StaticOcclusionCulling lets you perform static occlusion culling operations.</summary>
</member>
<member name="M:UnityEditor.MeshUtility.Optimize(UnityEngine.Mesh)">
<summary>Optimizes the mesh for GPU access.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationCompression">
<summary>Animation compression setting.</summary>
</member>
<member name="T:UnityEditor.AspectRatio">
<summary>Aspect ratio.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCulling.isRunning">
<summary>Used to check if asynchronous generation of static occlusion culling data is still running.</summary>
</member>
<member name="T:UnityEditor.ArrayUtility">
<summary>Helpers for builtin arrays ...</summary>
</member>
<member name="T:UnityEditor.AndroidTargetDevice">
<summary>Target Android device architecture.</summary>
</member>
<member name="M:UnityEditor.Handles.SetCamera(UnityEngine.Camera)">
<summary>Set the current camera so all Handles and Gizmos are draw with its settings.</summary>
</member>
<member name="M:UnityEditor.Handles.SetCamera(UnityEngine.Rect,UnityEngine.Camera)">
<summary>Set the current camera so all Handles and Gizmos are draw with its settings.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationRotationError">
<summary>Allowed error of animation rotation compression.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCulling.doesSceneHaveManualPortals">
<summary>Does the scene contain any occlusion portals that were added manually rather than automatically?</summary>
</member>
<member name="F:UnityEditor.AndroidTargetDevice.x86">
<summary>Intel only.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCulling.umbraDataSize">
<summary>Returns the size in bytes that the PVS data is currently taking up in this scene on disk.</summary>
</member>
<member name="T:UnityEditor.MacFullscreenMode">
<summary>Mac fullscreen mode.</summary>
</member>
<member name="M:UnityEditor.StaticOcclusionCulling.Compute()">
<summary>Used to generate static occlusion culling data.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.Add(T[]&,T)">
<summary>Appends item to the end of array.</summary>
</member>
<member name="M:UnityEditor.Handles.BeginGUI()">
<summary>Begin a 2D GUI block inside the 3D handle GUI.</summary>
</member>
<member name="M:UnityEditor.Handles.BeginGUI(UnityEngine.Rect)">
<summary>Begin a 2D GUI block inside the 3D handle GUI.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationPositionError">
<summary>Allowed error of animation position compression.</summary>
</member>
<member name="T:UnityEditor.AndroidSdkVersions">
<summary>Supported Android SDK versions.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.ArrayEquals(T[],T[])">
<summary>Compares two arrays.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.AddRange(T[]&,T[])">
<summary>Appends items to the end of array.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationScaleError">
<summary>Allowed error of animation scale compression.</summary>
</member>
<member name="T:UnityEditor.D3D9FullscreenMode">
<summary>Direct3D 9 fullscreen mode.</summary>
</member>
<member name="M:UnityEditor.Handles.EndGUI()">
<summary>End a 2D GUI block and get back to the 3D handle GUI.</summary>
</member>
<member name="T:UnityEditor.AndroidPreferredInstallLocation">
<summary>Preferred application install location.</summary>
</member>
<member name="M:UnityEditor.StaticOcclusionCulling.GenerateInBackground()">
<summary>Used to compute static occlusion culling data asynchronously.</summary>
</member>
<member name="T:UnityEditor.AndroidShowActivityIndicatorOnLoading">
<summary>Application should show ActivityIndicator when loading.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.Insert(T[]&,System.Int32,T)">
<summary>Inserts item item at position index.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.Remove(T[]&,T)">
<summary>Removes item from array.</summary>
</member>
<member name="M:UnityEditor.Handles.MakeBezierPoints(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
<summary>Retuns an array of points to representing the bezier curve. See Handles.DrawBezier.</summary>
</member>
<member name="T:UnityEditor.D3D11FullscreenMode">
<summary>Direct3D 11 fullscreen mode.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.FindIndex(T[],System.Predicate`1<T>)">
<summary>Find the index of the first element that satisfies the predicate.</summary>
</member>
<member name="T:UnityEditor.StrippingLevel">
<summary>Managed code stripping level.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.IndexOf(T[],T)">
<summary>Index of first element with value value.</summary>
</member>
<member name="T:UnityEditor.iOSTargetResolution">
<summary>Deployment target iOS device resolution.</summary>
</member>
<member name="T:UnityEditor.ScriptCallOptimizationLevel">
<summary>Script call optimization level.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.LastIndexOf(T[],T)">
<summary>Index of the last element with value value.</summary>
</member>
<member name="T:UnityEditor.iOSSdkVersion">
<summary>Supported iOS SDK versions.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.RemoveAt(T[]&,System.Int32)">
<summary>Remove element at position index.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.Contains(T[],T)">
<summary>Determines if the array contains the item.</summary>
</member>
<member name="T:UnityEditor.AndroidGamepadSupportLevel">
<summary>Gamepad support level for Android TV.</summary>
</member>
<member name="M:UnityEditor.StaticOcclusionCulling.Cancel()">
<summary>Used to cancel asynchronous generation of static occlusion culling data.</summary>
</member>
<member name="M:UnityEditor.ArrayUtility.Clear(T[]&)">
<summary>Clears the array.</summary>
</member>
<member name="M:UnityEditor.StaticOcclusionCulling.Clear()">
<summary>Clears the PVS of the opened scene.</summary>
</member>
<member name="T:UnityEditor.UnwrapParam">
<summary>Unwrapping settings.</summary>
</member>
<member name="T:UnityEditor.iOSTargetOSVersion">
<summary>Supported iOS deployment versions.</summary>
</member>
<member name="T:UnityEditor.StaticOcclusionCullingVisualization">
<summary>Used to visualize static occlusion culling at development time in scene view.</summary>
</member>
<member name="F:UnityEditor.UnwrapParam.angleError">
<summary>Maximum allowed angle distortion (0..1).</summary>
</member>
<member name="T:UnityEditor.UIOrientation">
<summary>Default mobile device orientation.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showOcclusionCulling">
<summary>If set to true, visualization of target volumes is enabled.</summary>
</member>
<member name="F:UnityEditor.UnwrapParam.areaError">
<summary>Maximum allowed area distortion (0..1).</summary>
</member>
<member name="F:UnityEditor.UnwrapParam.hardAngle">
<summary>This angle (or greater) between triangles will cause seam to be created.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPreVisualization">
<summary>If set to true, the visualization lines of the PVS volumes will show all cells rather than cells after culling.</summary>
</member>
<member name="T:UnityEditor.TargetGlesGraphics">
<summary>Target GLES graphics.</summary>
</member>
<member name="F:UnityEditor.UnwrapParam.packMargin">
<summary>How much uv-islands will be padded.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showViewVolumes">
<summary>If set to true, visualization of view volumes is enabled.</summary>
</member>
<member name="T:UnityEditor.TargetIOSGraphics">
<summary>Target iOS Graphics API.</summary>
</member>
<member name="T:UnityEditor.iOSStatusBarStyle">
<summary>iOS status bar style.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_0">
<summary>iOS 4.0.</summary>
</member>
<member name="M:UnityEditor.UnwrapParam.SetDefaults(UnityEditor.UnwrapParam&)">
<summary>Will set default values for params.</summary>
</member>
<member name="T:UnityEditor.AndroidSplashScreenScale">
<summary>Android splash screen scale modes.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationWrapMode">
<summary>The default wrap mode for the generated animation clips.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_1">
<summary>iOS 4.1.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showPortals">
<summary>If set to true, visualization of portals is enabled.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_2">
<summary>iOS 4.2.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.animationType">
<summary>Animator generation mode.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showVisibilityLines">
<summary>If set to true, visualization of portals is enabled.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_4_3">
<summary>iOS 4.3.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.motionNodeName">
<summary>The path of the transform used to generation the motion of the animation.</summary>
</member>
<member name="P:UnityEditor.StaticOcclusionCullingVisualization.showGeometryCulling">
<summary>If set to true, culling of geometry is enabled.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.SamsungTV">
<summary>Samsung Smart TV specific Player Settings.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_0">
<summary>iOS 5.0.</summary>
</member>
<member name="T:UnityEditor.ApiCompatibilityLevel">
<summary>.NET API compatibility level.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.PSVita">
<summary>PS Vita specific player settings.</summary>
</member>
<member name="T:UnityEditor.PreferenceItem">
<summary>The PreferenceItem attribute allows you to add preferences sections to the Preferences Window.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.sourceAvatar">
<summary>Imports the HumanDescription from the given Avatar.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.Android">
<summary>Android specific player settings.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_5_1">
<summary>iOS 5.1.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.iOS">
<summary>iOS specific player settings.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.WSACompilationOverrides">
<summary>Compilation overrides for C# files.</summary>
</member>
<member name="T:UnityEditor.PluginImporter">
<summary>Represents plugin importer.</summary>
</member>
<member name="T:UnityEditor.ScriptableWizard">
<summary>Derive from this class to create an editor wizard.</summary>
</member>
<member name="P:UnityEditor.PluginImporter.isNativePlugin">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.ScriptableWizard.helpString">
<summary>Allows you to set the help text of the wizard.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.humanDescription">
<summary>The human description that is used to generate an Avatar during the import process.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetCompatibleWithAnyPlatform(System.Boolean)">
<summary>Set compatiblity with any platform.</summary>
</member>
<member name="P:UnityEditor.ScriptableWizard.errorString">
<summary>Allows you to set the error text of the wizard.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetCompatibleWithAnyPlatform()">
<summary>Is plugin comptabile with any platform.</summary>
</member>
<member name="P:UnityEditor.ScriptableWizard.isValid">
<summary>Allows you to enable and disable the wizard create button, so that the user can not click it.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.BlackBerry">
<summary>BlackBerry specific player settings.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.clipAnimations">
<summary>Animation clips to split animation into.</summary>
</member>
<member name="T:UnityEditor.XboxOneEncryptionLevel">
<summary>A set of encryption levels that can be passed to makepkg.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_6_0">
<summary>iOS 6.0.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetCompatibleWithEditor(System.Boolean)">
<summary>Set compatiblity with any editor.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_0">
<summary>iOS 7.0.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DrawWizardGUI()">
<summary>Will be called for drawing contents when the ScriptableWizard needs to update its GUI.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetCompatibleWithEditor()">
<summary>Is plugin compatible with editor.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetCompatibleWithPlatform(UnityEditor.BuildTarget,System.Boolean)">
<summary>Set compatiblity with specified platform.</summary>
</member>
<member name="P:UnityEditor.ModelImporter.defaultClipAnimations">
<summary>Generate a list of all default animation clip based on TakeInfo.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_7_1">
<summary>iOS 7.1.</summary>
</member>
<member name="T:UnityEditor.ActionOnDotNetUnhandledException">
<summary>The behavior in case of unhandled .NET exception.</summary>
</member>
<member name="T:UnityEditor.TextureImporterFormat">
<summary>Imported texture format for TextureImporter.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String)">
<summary>Creates a wizard.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String)">
<summary>Creates a wizard.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.String,System.String)">
<summary>Creates a wizard.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String)">
<summary>Creates a wizard.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type)">
<summary>Creates a wizard.</summary>
</member>
<member name="M:UnityEditor.ScriptableWizard.DisplayWizard(System.String,System.Type,System.String,System.String)">
<summary>Creates a wizard.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings">
<summary>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.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_8_0">
<summary>iOS 8.0.</summary>
</member>
<member name="T:UnityEditor.SerializedPropertyType">
<summary>Type of a SerializedProperty.</summary>
</member>
<member name="F:UnityEditor.iOSTargetOSVersion.iOS_8_1">
<summary>iOS 8.1.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.companyName">
<summary>The name of your company.</summary>
</member>
<member name="T:UnityEditor.iOSTargetDevice">
<summary>Target iOS device.</summary>
</member>
<member name="T:UnityEditor.SerializedObject">
<summary>SerializedObject and SerializedProperty are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
</member>
<member name="F:UnityEditor.iOSTargetDevice.iPhoneOnly">
<summary>iPhone/iPod Only.</summary>
</member>
<member name="T:UnityEditor.TextureImporterMipFilter">
<summary>Mip map filter for TextureImporter.</summary>
</member>
<member name="F:UnityEditor.iOSTargetDevice.iPadOnly">
<summary>iPad Only.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.productName">
<summary>The name of your product.</summary>
</member>
<member name="F:UnityEditor.iOSTargetDevice.iPhoneAndiPad">
<summary>Universal : iPhone/iPod + iPad.</summary>
</member>
<member name="T:UnityEditor.TextureImporterGenerateCubemap">
<summary>Cubemap generation mode for TextureImporter.</summary>
</member>
<member name="T:UnityEditor.EditorUtility">
<summary>Editor utility functions.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.showUnitySplashScreen">
<summary>Should the builtin Unity splash screen be shown?</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetCompatibleWithPlatform(UnityEditor.BuildTarget)">
<summary>Is plugin compatible with specified platform.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetCompatibleWithPlatform(System.String,System.Boolean)">
<summary>Set compatiblity with specified platform.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetCompatibleWithPlatform(System.String)">
<summary>Is plugin compatible with specified platform.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetPlatformData(UnityEditor.BuildTarget,System.String,System.String)">
<summary>Set platform specific data.</summary>
</member>
<member name="T:UnityEditor.TextureImporterNPOTScale">
<summary>Scaling mode for non power of two textures in TextureImporter.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetPlatformData(UnityEditor.BuildTarget,System.String)">
<summary>Get platform specific data.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetPlatformData(System.String,System.String,System.String)">
<summary>Set platform specific data.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetPlatformData(System.String,System.String)">
<summary>Get platform specific data.</summary>
</member>
<member name="T:UnityEditor.TextureImporterNormalFilter">
<summary>Normal map filtering mode for TextureImporter.</summary>
</member>
<member name="T:UnityEditor.GameObjectUtility">
<summary>GameObject utility functions.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.SetEditorData(System.String,System.String)">
<summary>Set editor specific data.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetEditorData(System.String)">
<summary>Returns editor specific data for specified key.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SetDirty(UnityEngine.Object)">
<summary>Marks target object as dirty.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetAllImporters()">
<summary>Returns all plugin importers for all platforms.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetImporters(System.String)">
<summary>Returns all plugin importers for specfied platform.</summary>
</member>
<member name="M:UnityEditor.PluginImporter.GetImporters(UnityEditor.BuildTarget)">
<summary>Returns all plugin importers for specfied platform.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetStaticEditorFlags(UnityEngine.GameObject)">
<summary>Gets the set StaticEditorFlags.</summary>
</member>
<member name="P:UnityEditor.SerializedObject.targetObject">
<summary>The inspected object (Read Only).</summary>
</member>
<member name="T:UnityEditor.TextureImporterType">
<summary>Select this to set basic parameters depending on the purpose of your texture.</summary>
</member>
<member name="P:UnityEditor.SerializedObject.targetObjects">
<summary>The inspected objects (Read Only).</summary>
</member>
<member name="T:UnityEditor.ShaderUtil">
<summary>Utility functions to assist with working with shaders from the editor.</summary>
</member>
<member name="P:UnityEditor.SerializedObject.isEditingMultipleObjects">
<summary>Does the serialized object represents multiple objects due to multi-object editing? (Read Only)</summary>
</member>
<member name="M:UnityEditor.SerializedObject.Update()">
<summary>Update serialized object's representation.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.cloudProjectId">
<summary>A unique cloud project identifier. It is unique for every project (Read Only).</summary>
</member>
<member name="M:UnityEditor.SerializedObject.SetIsDifferentCacheDirty()">
<summary>Update hasMultipleDifferentValues cache on the next /Update()/ call.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.colorSpace">
<summary>Set the color space for the current project.</summary>
</member>
<member name="M:UnityEditor.SerializedObject.UpdateIfDirtyOrScript()">
<summary>Update serialized object's representation, only if the object has been modified since the last call to Update or if it is a script.</summary>
</member>
<member name="P:UnityEditor.ShaderUtil.hardwareSupportsRectRenderTexture">
<summary>Does the current hardware support render textues.</summary>
</member>
<member name="M:UnityEditor.SerializedObject.GetIterator()">
<summary>Get the first serialized property.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.GetPropertyCount(UnityEngine.Shader)">
<summary>Get the number of properties in Shader s.</summary>
</member>
<member name="T:UnityEditor.SpriteImportMode">
<summary>Texture importer modes for Sprite import.</summary>
</member>
<member name="M:UnityEditor.SerializedObject.FindProperty(System.String)">
<summary>Find serialized property by name.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.GetPropertyDescription(UnityEngine.Shader,System.Int32)">
<summary>Get the description of the shader propery at index propertyIdx of Shader s.</summary>
</member>
<member name="T:UnityEditor.SpriteMetaData">
<summary>Editor data used in producing a Sprite.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.AreStaticEditorFlagsSet(UnityEngine.GameObject,UnityEditor.StaticEditorFlags)">
<summary>Returns true if the passed in StaticEditorFlags are set.</summary>
</member>
<member name="M:UnityEditor.SerializedObject.ApplyModifiedProperties()">
<summary>Apply property modifications.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.GetPropertyName(UnityEngine.Shader,System.Int32)">
<summary>Get the name of the shader propery at index propertyIdx of Shader s.</summary>
</member>
<member name="F:UnityEditor.SpriteMetaData.name">
<summary>Name of the Sprite.</summary>
</member>
<member name="M:UnityEditor.SerializedObject.CopyFromSerializedProperty(UnityEditor.SerializedProperty)">
<summary>Copies a value from a SerializedProperty to the same serialized property on this serialized object.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.ShaderPropertyType UnityEditor.ShaderUtil.GetPropertyType(UnityEngine.Shader,System.Int32)">
<summary>Get the ShaderProperyType of the shader propery at index propertyIdx of Shader s.</summary>
</member>
<member name="F:UnityEditor.SpriteMetaData.rect">
<summary>Bounding rectangle of the sprite's graphic within the atlas image.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultScreenWidth">
<summary>Default horizontal dimension of stand-alone player window.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.GetRangeLimits(UnityEngine.Shader,System.Int32,System.Int32)">
<summary>Get Limits for a range property at index propertyIdx of Shader s.</summary>
</member>
<member name="T:UnityEditor.SerializedProperty">
<summary>SerializedProperty and SerializedObject are classes for editing properties on objects in a completely generic way that automatically handles undo and styling UI for prefabs.</summary>
</member>
<member name="F:UnityEditor.SpriteMetaData.alignment">
<summary>Edge-relative alignment of the sprite graphic.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.ShaderPropertyTexDim UnityEditor.ShaderUtil.GetTexDim(UnityEngine.Shader,System.Int32)">
<summary>Gets the ShaderPropertyTexDim of the texture at property index propertyIdx of Shader s.</summary>
</member>
<member name="F:UnityEditor.SpriteMetaData.pivot">
<summary>Pivot point of the Sprite relative to its bounding rectangle.</summary>
</member>
<member name="M:UnityEditor.ShaderUtil.IsShaderPropertyHidden(UnityEngine.Shader,System.Int32)">
<summary>Is the shader propery at index propertyIdx of Shader s hidden?</summary>
</member>
<member name="M:UnityEditor.EditorUtility.IsPersistent(UnityEngine.Object)">
<summary>Determines if an object is stored on disk.</summary>
</member>
<member name="F:UnityEditor.SpriteMetaData.border">
<summary>Edge border size for a sprite (in pixels).</summary>
</member>
<member name="T:UnityEditor.ShaderUtil.ShaderPropertyType">
<summary>Type of a given texture property.</summary>
</member>
<member name="T:UnityEditor.ShaderUtil.ShaderPropertyTexDim">
<summary>Representation of the texture dimensions.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.SetStaticEditorFlags(UnityEngine.GameObject,UnityEditor.StaticEditorFlags)">
<summary>Sets the StaticEditorFlags.</summary>
</member>
<member name="T:UnityEditor.TextureImporter">
<summary>Texture importer lets you modify Texture2D import settings from editor scripts.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.serializedObject">
<summary></summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String,System.String)">
<summary>Displays a modal dialog.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String)">
<summary>Displays a modal dialog.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultScreenHeight">
<summary>Default vertical dimension of stand-alone player window.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayDialogComplex(System.String,System.String,System.String,System.String,System.String)">
<summary>Displays a modal dialog with three buttons.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.hasMultipleDifferentValues">
<summary>Does this property represent multiple different values due to multi-object editing? (Read Only)</summary>
</member>
<member name="M:UnityEditor.EditorUtility.OpenFilePanel(System.String,System.String,System.String)">
<summary>Displays the "open file" dialog and returns the selected path name.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.displayName">
<summary>Nice display name of the property. (Read Only)</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.name">
<summary>Name of the property. (Read Only)</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultWebScreenWidth">
<summary>Default horizontal dimension of web player window.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.textureFormat">
<summary>Format of imported texture.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultWebScreenHeight">
<summary>Default vertical dimension of web player window.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.type">
<summary>Type name of the property. (Read Only)</summary>
</member>
<member name="P:UnityEditor.TextureImporter.maxTextureSize">
<summary>Maximum texture size.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.tooltip">
<summary>Tooltip of the property. (Read Only)</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayer(UnityEngine.GameObject)">
<summary>Get the navmesh layer for the GameObject.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.compressionQuality">
<summary>Quality of Texture Compression in the range [0..100].</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.depth">
<summary>Nesting depth of the property. (Read Only)</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.propertyPath">
<summary>Full path of the property. (Read Only)</summary>
</member>
<member name="P:UnityEditor.TextureImporter.grayscaleToAlpha">
<summary>Generate alpha channel from intensity?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.editable">
<summary>Is this property editable? (Read Only)</summary>
</member>
<member name="P:UnityEditor.TextureImporter.generateCubemap">
<summary>Cubemap generation mode.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.displayResolutionDialog">
<summary>Defines the behaviour of the Resolution Dialog on product launch.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.isExpanded">
<summary>Is this property expanded in the inspector?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.hasChildren">
<summary>Does it have child properties? (Read Only)</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayerFromName(System.String)">
<summary>Get the navmesh layer from the layer name.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.hasVisibleChildren">
<summary>Does it have visible child properties? (Read Only)</summary>
</member>
<member name="P:UnityEditor.TextureImporter.npotScale">
<summary>Scaling mode for non power of two textures.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.isInstantiatedPrefab">
<summary>Is property part of a prefab instance? (Read Only)</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.prefabOverride">
<summary>Is property's value different from the prefab it belongs to?</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultIsFullScreen">
<summary>If enabled, the game will default to fullscreen mode.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.propertyType">
<summary>Type of this property (Read Only).</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.SetNavMeshLayer(UnityEngine.GameObject,System.Int32)">
<summary>Set the navmesh layer for the gameobject.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.intValue">
<summary>Value of an integer property.</summary>
</member>
<member name="T:UnityEditor.PivotRotation">
<summary>How is the tool handle oriented.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.longValue">
<summary>Value of a integer property as a long.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.runInBackground">
<summary>If enabled, your game will continue to run after lost focus.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.boolValue">
<summary>Value of a boolean property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SaveFilePanel(System.String,System.String,System.String,System.String)">
<summary>Displays the "save file" dialog and returns the selected path name.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.captureSingleScreen">
<summary>Defines if fullscreen games should darken secondary displays.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.floatValue">
<summary>Value of a float property.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.doubleValue">
<summary>Value of a float property as a double.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.isReadable">
<summary>Is texture data readable from scripts.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.stringValue">
<summary>Value of a string property.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.mipmapEnabled">
<summary>Generate mip maps for the texture?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.colorValue">
<summary>Value of a color property.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.usePlayerLog">
<summary>Write a log file with debugging information.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.animationCurveValue">
<summary>Value of a animation curve property.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.objectReferenceValue">
<summary>Value of an object reference property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.NaturalCompare(System.String,System.String)">
<summary>Human-like sorting.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.enumValueIndex">
<summary>Enum index of an enum property.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.enumNames">
<summary>Names of enumeration of an enum property.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.enumDisplayNames">
<summary>Display-friendly names of enumeration of an enum property.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.borderMipmap">
<summary>Keep texture borders the same when generating mipmaps?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.vector2Value">
<summary>Value of a 2D vector property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.OpenFolderPanel(System.String,System.String,System.String)">
<summary>Displays the "open folder" dialog and returns the selected path name.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.linearTexture">
<summary>When in linear rendering should this texture be sampled with hardware gamma correction (sRGB) or without (linear)?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.vector3Value">
<summary>Value of a 3D vector property.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.mipmapFilter">
<summary>Mipmap filtering mode.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.vector4Value">
<summary>Value of a 4D vector property.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.resizableWindow">
<summary>Use resizable window in standalone player builds.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.fadeout">
<summary>Fade out mip levels to gray color?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.quaternionValue">
<summary>Value of a quaternion property.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.rectValue">
<summary>Value of a rectangle property.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceStart">
<summary>Mip level where texture begins to fade out.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SaveFolderPanel(System.String,System.String,System.String)">
<summary>Displays the "save folder" dialog and returns the selected path name.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.mipmapFadeDistanceEnd">
<summary>Mip level where texture is faded out completely.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.bakeCollisionMeshes">
<summary>Pre bake collision meshes on player build.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.boundsValue">
<summary>Value of bounds property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String)">
<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SaveFilePanelInProject(System.String,System.String,System.String,System.String,System.String)">
<summary>Displays the "save file" dialog in the Assets folder of the project and returns the selected path name.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.generateMipsInLinearSpace">
<summary>Should mip maps be generated with gamma correction?</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.isArray">
<summary>Is this property an array? (Read Only)</summary>
</member>
<member name="T:UnityEditor.Tool">
<summary>Which tool is active in the editor.</summary>
</member>
<member name="P:UnityEditor.SerializedProperty.arraySize">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.EqualContents(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
<summary>See if contained serialized properties are equal.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.useMacAppStoreValidation">
<summary>Enable receipt validation for the Mac App Store.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.Next(System.Boolean)">
<summary>Move to next property.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.macFullscreenMode">
<summary>Define how to handle fullscreen mode in Mac OS X standalones.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.NextVisible(System.Boolean)">
<summary>Move to next visible property.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.convertToNormalmap">
<summary>Convert heightmap to normal map?</summary>
</member>
<member name="P:UnityEditor.TextureImporter.normalmap">
<summary>Is this texture a normal map?</summary>
</member>
<member name="P:UnityEditor.TextureImporter.normalmapFilter">
<summary>Normal map filtering mode.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.heightmapScale">
<summary>Amount of bumpyness in the heightmap.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.InstanceIDToObject(System.Int32)">
<summary>Translates an instance ID to a reference to an object.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.lightmap">
<summary>Is this texture a lightmap?</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshLayerNames()">
<summary>Get all the navmesh layer names.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.anisoLevel">
<summary>Anisotropic filtering level of the texture.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshArea(UnityEngine.GameObject)">
<summary>Get the navmesh area index for the GameObject.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.filterMode">
<summary>Filtering mode of the texture.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,System.Int32)">
<summary>Compress a texture.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality)">
<summary>Compress a texture.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.d3d9FullscreenMode">
<summary>Define how to handle fullscreen mode in Windows standalones (Direct3D 9 mode).</summary>
</member>
<member name="T:UnityEditor.Tools">
<summary>Class used to manipulate the tools used in Unity's Scene View.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.wrapMode">
<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
</member>
<member name="P:UnityEditor.Tools.current">
<summary>The tool that is currently selected for the Scene View.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.mipMapBias">
<summary>Mip map bias of the texture.</summary>
</member>
<member name="P:UnityEditor.Tools.viewTool">
<summary>The option that is currently active for the View tool in the Scene view.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.d3d11FullscreenMode">
<summary>Define how to handle fullscreen mode in Windows standalones (Direct3D 11 mode).</summary>
</member>
<member name="P:UnityEditor.Tools.handlePosition">
<summary>The position of the tool handle in world space.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.qualifiesForSpritePacking">
<summary>Returns true if this TextureImporter is setup for Sprite packing.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.visibleInBackground">
<summary>On Windows, show the application in the background if Fullscreen Windowed mode is used.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CopySerialized(UnityEngine.Object,UnityEngine.Object)">
<summary>Copy all settings of a Unity Object.</summary>
</member>
<member name="P:UnityEditor.Tools.handleRect">
<summary>The rectangle used for the rect tool.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spriteImportMode">
<summary>Selects Single or Manual import mode for Sprite textures.</summary>
</member>
<member name="P:UnityEditor.Tools.handleRectRotation">
<summary>The rotation of the rect tool handle in world space.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CollectDependencies(UnityEngine.Object[])">
<summary>Calculates and returns a list of all assets the assets listed in roots depend on.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.Reset()">
<summary>Move to first property of the object.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spritesheet">
<summary>Array representing the sections of the atlas corresponding to individual sprite graphics.</summary>
</member>
<member name="P:UnityEditor.Tools.pivotMode">
<summary>Are we in Center or Pivot mode.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spritePackingTag">
<summary>Selects the Sprite packing tag.</summary>
</member>
<member name="P:UnityEditor.Tools.rectBlueprintMode">
<summary>Is the rect handle in blueprint mode?</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.forceSingleInstance">
<summary>Restrict standalone players to a single concurrent running instance.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spritePixelsPerUnit">
<summary>The number of pixels in the sprite that correspond to one unit in world space.</summary>
</member>
<member name="P:UnityEditor.Tools.handleRotation">
<summary>The rotation of the tool handle in world space.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CollectDeepHierarchy(UnityEngine.Object[])">
<summary>Collect all objects in the hierarchy rooted at each of the given objects.</summary>
</member>
<member name="P:UnityEditor.Tools.pivotRotation">
<summary>What's the rotation of the tool handle.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spritePixelsToUnits">
<summary>Scale factor for mapping pixels in the graphic to units in world space.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spritePivot">
<summary>The point in the Sprite object's coordinate space where the graphic is located.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshAreaFromName(System.String)">
<summary>Get the navmesh area index from the area name.</summary>
</member>
<member name="P:UnityEditor.Tools.hidden">
<summary>Hides the Tools(Move, Rotate, Resize) on the Scene view.</summary>
</member>
<member name="P:UnityEditor.Tools.visibleLayers">
<summary>Which layers are visible in the scene view.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.spriteBorder">
<summary>Border sizes of the generated sprites.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.firstStreamedLevelWithResources">
<summary>First level to have access to all Resources.Load assets in Streamed Web Players.</summary>
</member>
<member name="P:UnityEditor.TextureImporter.textureType">
<summary>Which type of texture are we dealing with here.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.resolutionDialogBanner">
<summary>The image to display in the Resolution Dialog window.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.SetNavMeshArea(UnityEngine.GameObject,System.Int32)">
<summary>Set the navmesh area for the gameobject.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.CountRemaining()">
<summary>Count remaining visible properties.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.CountInProperty()">
<summary>Count visible children of this property, including this property itself.</summary>
</member>
<member name="T:UnityEditor.LODUtility">
<summary>LOD Utility Helpers.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.Copy()">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate()">
<summary>Unloads assets that are not used.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.DuplicateCommand()">
<summary>Duplicates the serialized property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate(System.Boolean)">
<summary>Unloads assets that are not used.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.DeleteCommand()">
<summary>Deletes the serialized property.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayPopupMenu(UnityEngine.Rect,System.String,UnityEditor.MenuCommand)">
<summary>Displays a popup menu.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&,System.Int32&)">
<summary>Get platform specific texture settings.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.GetPlatformTextureSettings(System.String,System.Int32&,UnityEditor.TextureImporterFormat&)">
<summary>Get platform specific texture settings.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.FindPropertyRelative(System.String)">
<summary>Retrieves the SerializedProperty at a relative path to the current property.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.iPhoneBundleIdentifier">
<summary>The bundle identifier of the iPhone application.</summary>
</member>
<member name="M:UnityEditor.LODUtility.CalculateLODGroupBoundingBox(UnityEngine.LODGroup)">
<summary>Recalculate the bounding region for the given LODGroup.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.GetEndProperty()">
<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.GetEndProperty(System.Boolean)">
<summary>Retrieves the SerializedProperty that defines the end range of this property.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.GetEnumerator()">
<summary>Retrieves an iterator that allows you to iterator over the current nexting of a serialized property.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetNavMeshAreaNames()">
<summary>Get all the navmesh area names.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)">
<summary>Returns the element at the specified index in the array.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.FocusProjectWindow()">
<summary>Brings the project window to the front and focuses it.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.InsertArrayElementAtIndex(System.Int32)">
<summary>Insert an empty element at the specified index in the array.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.FormatBytes(System.Int32)">
<summary>Returns a text for a number of bytes.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.FormatBytes(System.Int64)">
<summary>Returns a text for a number of bytes.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.DeleteArrayElementAtIndex(System.Int32)">
<summary>Delete the element at the specified index in the array.</summary>
</member>
<member name="T:AssetModificationProcessor">
<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
</member>
<member name="T:UnityEditor.AssetModificationProcessor">
<summary>AssetModificationProcessor lets you hook into saving of serialized assets and scenes which are edited inside Unity.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayProgressBar(System.String,System.String,System.Single)">
<summary>Displays or updates a progress bar.</summary>
</member>
<member name="T:UnityEditor.AssetPostprocessor">
<summary>AssetPostprocessor lets you hook into the import pipeline and run scripts prior or after importing assets.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.DisplayCancelableProgressBar(System.String,System.String,System.Single)">
<summary>Displays or updates a progress bar that has a cancel button.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.keystorePass">
<summary>Password used for interacting with the Android Keystore.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.ClearArray()">
<summary>Remove all elements from the array.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat,System.Int32)">
<summary>Set specific target platform settings.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.SetPlatformTextureSettings(System.String,System.Int32,UnityEditor.TextureImporterFormat)">
<summary>Set specific target platform settings.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.GetUniqueNameForSibling(UnityEngine.Transform,System.String)">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.AssetPostprocessor.assetPath">
<summary>The path name of the asset being imported.</summary>
</member>
<member name="M:UnityEditor.SerializedProperty.MoveArrayElement(System.Int32,System.Int32)">
<summary>Move an array element from srcIndex to dstIndex.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.keyaliasPass">
<summary>Password for the key used for signing an Android application.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.ClearPlatformTextureSettings(System.String)">
<summary>Clear specific target platform settings.</summary>
</member>
<member name="P:UnityEditor.AssetPostprocessor.assetImporter">
<summary>Reference to the asset importer.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveAlpha()">
<summary>Does textures source image have alpha channel.</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String)">
<summary>Logs an import warning to the console.</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.LogWarning(System.String,UnityEngine.Object)">
<summary>Logs an import warning to the console.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.DoesSourceTextureHaveColor()">
<summary>Does textures source image have RGB channels.</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String)">
<summary>Logs an import error message to the console.</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.LogError(System.String,UnityEngine.Object)">
<summary>Logs an import error message to the console.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.ReadTextureSettings(UnityEditor.TextureImporterSettings)">
<summary>Read texture settings into TextureImporterSettings class.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.ClearProgressBar()">
<summary>Removes progress bar.</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.GetVersion()">
<summary>Returns the version of the asset postprocessor.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.SetTextureSettings(UnityEditor.TextureImporterSettings)">
<summary>Set texture importers settings from TextureImporterSettings class.</summary>
</member>
<member name="T:UnityEditor.SubstanceImporter">
<summary>The SubstanceImporter class lets you access the imported ProceduralMaterial instances.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.GetObjectEnabled(UnityEngine.Object)">
<summary>Is the object enabled (0 disabled, 1 enabled, -1 has no enabled button).</summary>
</member>
<member name="M:UnityEditor.AssetPostprocessor.GetPostprocessOrder()">
<summary>Override the order in which importers are processed.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxTitleId">
<summary>Xbox 360 title id.</summary>
</member>
<member name="M:UnityEditor.TextureImporter.ReadTextureImportInstructions(UnityEditor.BuildTarget,UnityEngine.TextureFormat&,UnityEngine.ColorSpace&,System.Int32&)">
<summary>Reads the active texture output instructions of this TextureImporter.</summary>
</member>
<member name="T:UnityEditor.AssetImporter">
<summary>Base class from which asset importers for specific asset types derive.</summary>
</member>
<member name="M:UnityEditor.GameObjectUtility.SetParentAndAlign(UnityEngine.GameObject,UnityEngine.GameObject)">
<summary>Sets the parent and gives the child the same layer and position.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetPrototypeNames()">
<summary>Get a list of the names of the ProceduralMaterial prototypes in the package.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetMaterialCount()">
<summary>Get the number of ProceduralMaterial instances.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxImageXexFilePath">
<summary>Xbox 360 ImageXex override configuration file path.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetMaterials()">
<summary>Get an array with the ProceduralMaterial instances.</summary>
</member>
<member name="P:UnityEditor.AssetImporter.assetPath">
<summary>The path name of the asset for this importer. (Read Only)</summary>
</member>
<member name="T:UnityEditor.GenericMenu">
<summary>The GenericMenu lets you create a custom context and dropdown menus.</summary>
</member>
<member name="P:UnityEditor.AssetImporter.userData">
<summary>Get or set any user data.</summary>
</member>
<member name="P:UnityEditor.AssetImporter.assetBundleName">
<summary>Get or set the AssetBundle name.</summary>
</member>
<member name="T:UnityEditor.TextureImporterSettings">
<summary>Stores settings of a TextureImporter.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu.MenuFunction)">
<summary>Add an item to the menu.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.AddItem(UnityEngine.GUIContent,System.Boolean,UnityEditor.GenericMenu.MenuFunction2,System.Object)">
<summary>Add an item to the menu.</summary>
</member>
<member name="P:UnityEditor.AssetImporter.assetBundleVariant">
<summary>Get or set the AssetBundle variant.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.rgbm">
<summary>RGBM encoding mode for HDR textures in TextureImporter.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.CloneMaterial(UnityEngine.ProceduralMaterial)">
<summary>Clone an existing ProceduralMaterial instance.</summary>
</member>
<member name="M:UnityEditor.AssetImporter.GetAtPath(System.String)">
<summary>Retrieves the asset importer for the asset at path.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.AddDisabledItem(UnityEngine.GUIContent)">
<summary>Add a disabled item to the menu.</summary>
</member>
<member name="M:UnityEditor.AssetImporter.SaveAndReimport()">
<summary>Save asset importer settings if asset importer is dirty.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.InstantiateMaterial(System.String)">
<summary>Instantiate a new ProceduralMaterial instance from a prototype.</summary>
</member>
<member name="T:UnityEditor.AssetPreview">
<summary>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].</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.cubemapConvolution">
<summary>Convolution mode.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetAssetPreview(UnityEngine.Object)">
<summary>Returns a preview texture for an asset.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32)">
<summary>Returns a preview texture for an asset.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetAssetPreview(System.Int32,System.Int32)">
<summary>Returns a preview texture for an asset.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.AddSeparator(System.String)">
<summary>Add a seperator item to the menu.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.cubemapConvolutionSteps">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32)">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreview(System.Int32,System.Int32)">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.cubemapConvolutionExponent">
<summary>Defines how fast Phong exponent wears off in mip maps. Higher value will apply less blur to high resolution mip maps.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxSpaFilePath">
<summary>Xbox 360 SPA file path.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews()">
<summary>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.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.IsLoadingAssetPreviews(System.Int32)">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spriteMode">
<summary>Sprite texture import mode.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.SetPreviewTextureCacheSize(System.Int32)">
<summary>Set the asset preview cache to a size that can hold all visible previews on the screen at once.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.SetPreviewTextureCacheSize(System.Int32,System.Int32)">
<summary>Set the asset preview cache to a size that can hold all visible previews on the screen at once.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spritePixelsPerUnit">
<summary>The number of pixels in the sprite that correspond to one unit in world space.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spritePixelsToUnits">
<summary>Scale factor between pixels in the sprite graphic and world space units.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetMiniThumbnail(UnityEngine.Object)">
<summary>Returns the thumbnail for an object (like the ones you see in the project view).</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.DestroyMaterial(UnityEngine.ProceduralMaterial)">
<summary>Destroy an existing ProceduralMaterial instance.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spriteExtrude">
<summary>The number of blank pixels to leave between the edge of the graphic and the mesh.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.GetItemCount()">
<summary>Get number of items in the menu.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(System.Type)">
<summary>Returns the thumbnail for the type.</summary>
</member>
<member name="M:UnityEditor.AssetPreview.GetMiniTypeThumbnail(UnityEngine.Object)">
<summary>Returns the thumbnail for the type.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spriteAlignment">
<summary>Edge-relative alignment of the sprite graphic.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.ResetMaterial(UnityEngine.ProceduralMaterial)">
<summary>Reset the ProceduralMaterial to its default values.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spritePivot">
<summary>Pivot point of the Sprite relative to its graphic's rectangle.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.RenameMaterial(UnityEngine.ProceduralMaterial,System.String)">
<summary>Rename an existing ProceduralMaterial instance.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxGenerateSpa">
<summary>Xbox 360 auto-generation of _SPAConfig.cs.</summary>
</member>
<member name="P:UnityEditor.TextureImporterSettings.spriteBorder">
<summary>Border sizes of the generated sprites.</summary>
</member>
<member name="T:UnityEditor.HighlightSearchMode">
<summary>Used to specify how to find a given element in the editor to highlight.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectResources">
<summary>Xbox 360 Kinect resource file deployment.</summary>
</member>
<member name="M:UnityEditor.TextureImporterSettings.Equal(UnityEditor.TextureImporterSettings,UnityEditor.TextureImporterSettings)">
<summary>Test texture importer settings for equality.</summary>
</member>
<member name="M:UnityEditor.TextureImporterSettings.CopyTo(UnityEditor.TextureImporterSettings)">
<summary>Copy parameters into another TextureImporterSettings object.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SetObjectEnabled(UnityEngine.Object,System.Boolean)">
<summary>Set the enabled state of the object.</summary>
</member>
<member name="M:UnityEditor.TextureImporterSettings.ApplyTextureType(UnityEditor.TextureImporterType,System.Boolean)">
<summary>Configure parameters to import a texture for a purpose of type, as described here.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.OnShaderModified(UnityEngine.ProceduralMaterial)">
<summary>After modifying the shader of a ProceduralMaterial, call this function to apply the changes to the importer.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetMaterialOffset(UnityEngine.ProceduralMaterial)">
<summary>Get the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer,System.Boolean)">
<summary>Set whether the renderer's wireframe will be hidden when the renderer's gameobject is selected.</summary>
</member>
<member name="T:UnityEditor.LightmapParameters">
<summary>A collection of parameters that impact lightmap and realtime GI computations.</summary>
</member>
<member name="T:UnityEditor.Highlighter">
<summary>Use this class to highlight elements in the editor for use in in-editor tutorials and similar.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.ShowAsContext()">
<summary>Show the menu under the mouse.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectHeadOrientation">
<summary>Xbox 360 Kinect Head Orientation file deployment.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetMaterialOffset(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
<summary>Set the material offset, which is used for all the textures that are part of this ProceduralMaterial.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxDeployKinectHeadPosition">
<summary>Xbox 360 Kinect Head Position file deployment.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.ExtractOggFile(UnityEngine.Object,System.String)">
<summary>Saves an AudioClip or MovieTexture to a file.</summary>
</member>
<member name="P:UnityEditor.Highlighter.active">
<summary>Is there currently an active highlight?</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.resolution">
<summary>The texel resolution per meter used for realtime lightmaps. This value is multiplied by LightmapEditorSettings.resolution.</summary>
</member>
<member name="M:UnityEditor.GenericMenu.DropDown(UnityEngine.Rect)">
<summary>Show the menu at the given screen rect.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetMaterialScale(UnityEngine.ProceduralMaterial)">
<summary>Get the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetMaterialScale(UnityEngine.ProceduralMaterial,UnityEngine.Vector2)">
<summary>Set the material scale, which is used for all the textures that are part of this ProceduralMaterial.</summary>
</member>
<member name="M:UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(System.String,UnityEngine.HideFlags,System.Type[])">
<summary>Creates a game object with HideFlags and specified components.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetGenerateAllOutputs(UnityEngine.ProceduralMaterial)">
<summary>Check if the ProceduralMaterial needs to force generation of all its outputs.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetGenerateAllOutputs(UnityEngine.ProceduralMaterial,System.Boolean)">
<summary>Specify if the ProceduralMaterial needs to force generation of all its outputs.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxSplashScreen">
<summary>Xbox 360 splash screen.</summary>
</member>
<member name="T:UnityEditor.Menu">
<summary>Menu class to manipulate the menu item.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetAnimationUpdateRate(UnityEngine.ProceduralMaterial)">
<summary>Get the ProceduralMaterial animation update rate in millisecond.</summary>
</member>
<member name="P:UnityEditor.Highlighter.activeVisible">
<summary>Is the current active highlight visible yet?</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetAnimationUpdateRate(UnityEngine.ProceduralMaterial,System.Int32)">
<summary>Set the ProceduralMaterial animation update rate in millisecond.</summary>
</member>
<member name="T:UnityEditor.GenericMenu.MenuFunction">
<summary>Callback function, called when a menu item is selected.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetGenerateMipMaps(UnityEngine.ProceduralMaterial)">
<summary>Return true if the mipmaps are generated for this ProceduralMaterial.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxEnableKinect">
<summary>Xbox 360 Kinect title flag - if false, the Kinect APIs are inactive.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetGenerateMipMaps(UnityEngine.ProceduralMaterial,System.Boolean)">
<summary>Force the generation of mipmaps for this ProceduralMaterial.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.clusterResolution">
<summary>Controls the resolution at which Enlighten stores and can transfer input light.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String)">
<summary>Get the alpha source of the given texture in the ProceduralMaterial.</summary>
</member>
<member name="P:UnityEditor.Highlighter.activeText">
<summary>The text of the current active highlight.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetTextureAlphaSource(UnityEngine.ProceduralMaterial,System.String,UnityEngine.ProceduralOutputType)">
<summary>Set the alpha source of the given texture in the ProceduralMaterial.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.irradianceBudget">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.Highlighter.activeRect">
<summary>The rect in screenspace of the current active highlight.</summary>
</member>
<member name="T:UnityEditor.GenericMenu.MenuFunction2">
<summary>Callback function with user data, called when a menu item is selected.</summary>
</member>
<member name="M:UnityEditor.Menu.SetChecked(System.String,System.Boolean)">
<summary>Set the check status of the given menu.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.GetPlatformTextureSettings(System.String,System.String,System.Int32&,System.Int32&,System.Int32&,System.Int32&)">
<summary>Get the import settings for a given ProceduralMaterial for a given platform (width and height, RAW/Compressed format, loading behavior).</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.irradianceQuality">
<summary>The number of rays to cast for computing irradiance form factors.</summary>
</member>
<member name="M:UnityEditor.SubstanceImporter.SetPlatformTextureSettings(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>Set the import settings for the input ProceduralMaterial for the input platform (width and height, RAW/Compressed format, loading behavior).</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxEnableKinectAutoTracking">
<summary>Xbox 360 Kinect automatic skeleton tracking.</summary>
</member>
<member name="T:UnityEditor.ViewTool">
<summary>Enum for Tools.viewTool.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxEnableSpeech">
<summary>Xbox 360 Kinect Enable Speech Engine.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.backFaceTolerance">
<summary>The percentage of rays shot from a ray origin that must hit front faces to be considered usable.</summary>
</member>
<member name="T:UnityEditor.SubstanceArchive">
<summary>Class for Substance Archive handling.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.modellingTolerance">
<summary>Maximum size of gaps that can be ignored for GI (multiplier on pixel size).</summary>
</member>
<member name="T:UnityEditor.SelectionMode">
<summary>SelectionMode can be used to tweak the selection returned by Selection.GetTransforms.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxSpeechDB">
<summary>Xbox 360 Kinect Speech DB.</summary>
</member>
<member name="T:UnityEditor.PivotMode">
<summary>Where is the tool handle placed.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.gpuSkinning">
<summary>Enable GPU skinning on capable platforms.</summary>
</member>
<member name="T:UnityEditor.Selection">
<summary>Access to the selection in the editor.</summary>
</member>
<member name="M:UnityEditor.Highlighter.Stop()">
<summary>Stops the active highlight.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.xboxEnableAvatar">
<summary>Xbox 360 Avatars.</summary>
</member>
<member name="P:UnityEditor.Selection.transforms">
<summary>Returns the top level selection, excluding prefabs.</summary>
</member>
<member name="P:UnityEditor.Selection.activeTransform">
<summary>Returns the active transform. (The one shown in the inspector).</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.enableInternalProfiler">
<summary>Enables internal profiler.</summary>
</member>
<member name="P:UnityEditor.Selection.gameObjects">
<summary>Returns the actual game object selection. Includes prefabs, non-modifyable objects.</summary>
</member>
<member name="M:UnityEditor.Highlighter.Highlight(System.String,System.String)">
<summary>Highlights an element in the editor.</summary>
</member>
<member name="M:UnityEditor.Highlighter.Highlight(System.String,System.String,UnityEditor.HighlightSearchMode)">
<summary>Highlights an element in the editor.</summary>
</member>
<member name="P:UnityEditor.Selection.activeGameObject">
<summary>Returns the active game object. (The one shown in the inspector).</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.actionOnDotNetUnhandledException">
<summary>Sets the crash behavior on .NET unhandled exception.</summary>
</member>
<member name="P:UnityEditor.Selection.activeObject">
<summary>Returns the actual object selection. Includes prefabs, non-modifyable objects.</summary>
</member>
<member name="P:UnityEditor.Selection.activeInstanceID">
<summary>Returns the instanceID of the actual object selection. Includes prefabs, non-modifyable objects.</summary>
</member>
<member name="P:UnityEditor.Selection.objects">
<summary>The actual unfiltered selection from the Scene.</summary>
</member>
<member name="P:UnityEditor.Selection.instanceIDs">
<summary>The actual unfiltered selection from the Scene returned as instance ids instead of objects.</summary>
</member>
<member name="P:UnityEditor.Selection.assetGUIDs">
<summary>Returns the guids of the selected assets.</summary>
</member>
<member name="M:UnityEditor.Highlighter.HighlightIdentifier(UnityEngine.Rect,System.String)">
<summary>Call this method to create an identifiable rect that the Highlighter can find.</summary>
</member>
<member name="M:UnityEditor.Selection.Contains(System.Int32)">
<summary>Returns whether an object is contained in the current selection.</summary>
</member>
<member name="M:UnityEditor.Selection.Contains(UnityEngine.Object)">
<summary>Returns whether an object is contained in the current selection.</summary>
</member>
<member name="M:UnityEditor.Selection.GetTransforms(UnityEditor.SelectionMode)">
<summary>Allows for fine grained control of the selection type using the SelectionMode bitmask.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.logObjCUncaughtExceptions">
<summary>Are ObjC uncaught exceptions logged?</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.enableCrashReportAPI">
<summary>Enables CrashReport API.</summary>
</member>
<member name="M:UnityEditor.Selection.GetFiltered(System.Type,UnityEditor.SelectionMode)">
<summary>Returns the current selection filtered by type and mode.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.edgeStitching">
<summary>Whether pairs of edges should be stitched together.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.locationUsageDescription">
<summary>Describes the reason for access to the user's location data.</summary>
</member>
<member name="M:UnityEditor.Menu.GetChecked(System.String)">
<summary>Get the check status of the given menu.</summary>
</member>
<member name="T:UnityEditor.SpeedTreeImporter">
<summary>AssetImportor for importing SpeedTree model assets.</summary>
</member>
<member name="F:UnityEditor.SpeedTreeImporter.windQualityNames">
<summary>Gets an array of name strings for wind quality value.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.systemTag">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.bundleIdentifier">
<summary>Application bundle identifier shared between iOS &amp; Android platforms.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.hasImported">
<summary>Tells if the SPM file has been previously imported.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.bundleVersion">
<summary>Application bundle version shared between iOS &amp; Android platforms.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.isTransparent">
<summary>If enabled, the object appears transparent during GlobalIllumination lighting calculations.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.materialFolderPath">
<summary>Returns the folder path where generated materials will be placed in.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.statusBarHidden">
<summary>Should status bar be hidden. Shared between iOS &amp; Android platforms.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.blurRadius">
<summary>The radius (in texels) of the post-processing filter that blurs baked direct lighting.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.scaleFactor">
<summary>How much to scale the tree model compared to what is in the .spm file.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.strippingLevel">
<summary>Managed code stripping level.</summary>
</member>
<member name="T:UnityEditor.MenuItem">
<summary>The MenuItem attribute allows you to add menu items to the main menu and inspector context menus.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.mainColor">
<summary>Gets and sets a default main color.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.defaultInterfaceOrientation">
<summary>Default screen orientation for mobiles.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.specColor">
<summary>Gets and sets a default specular color.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.hueVariation">
<summary>Gets and sets a default Hue variation color and amount (in alpha).</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.shininess">
<summary>Gets and sets a default Shininess value.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.directLightQuality">
<summary>The number of rays used for lights with an area. Allows for accurate soft shadowing.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.alphaTestRef">
<summary>Gets and sets a default alpha test reference values.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.hasBillboard">
<summary>Tells if there is a billboard LOD.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.antiAliasingSamples">
<summary>The maximum number of times to supersample a texel to reduce aliasing.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.enableSmoothLODTransition">
<summary>Enables smooth LOD transitions.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortrait">
<summary>Is auto-rotation to portrait supported?</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.billboardTransitionCrossFadeWidth">
<summary>Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.fadeOutWidth">
<summary>Proportion of the billboard LOD region width which is used for fading out the billboard.</summary>
</member>
<member name="P:UnityEditor.LightmapParameters.bakedLightmapTag">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.castShadows">
<summary>Gets and sets an array of booleans to enable shadow casting for each LOD.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.receiveShadows">
<summary>Gets and sets an array of booleans to enable shadow receiving for each LOD.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToPortraitUpsideDown">
<summary>Is auto-rotation to portrait upside-down supported?</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.useLightProbes">
<summary>Gets and sets an array of booleans to enable Light Probe lighting for each LOD.</summary>
</member>
<member name="T:UnityEditor.NavMeshBuilder">
<summary>Navigation mesh builder interface.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.reflectionProbeUsages">
<summary>Gets and sets an array of Reflection Probe usages for each LOD.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.enableBump">
<summary>Gets and sets an array of booleans to enable normal mapping for each LOD.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeRight">
<summary>Is auto-rotation to landscape right supported?</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.enableHue">
<summary>Gets and sets an array of booleans to enable Hue variation effect for each LOD.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.bestWindQuality">
<summary>Returns the best-possible wind quality on this asset (configured in SpeedTree modeler).</summary>
</member>
<member name="P:UnityEditor.NavMeshBuilder.isRunning">
<summary>Returns true if an asynchronous build is still running.</summary>
</member>
<member name="M:UnityEditor.NavMeshBuilder.BuildNavMesh()">
<summary>Build the Navmesh.</summary>
</member>
<member name="P:UnityEditor.SpeedTreeImporter.windQualities">
<summary>Gets and sets an array of integers of the wind qualities on each LOD. Values will be clampped by BestWindQuality internally.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.allowedAutorotateToLandscapeLeft">
<summary>Is auto-rotation to landscape left supported?</summary>
</member>
<member name="M:UnityEditor.NavMeshBuilder.BuildNavMeshAsync()">
<summary>Build the Navmesh Asyncronously.</summary>
</member>
<member name="M:UnityEditor.SpeedTreeImporter.GenerateMaterials()">
<summary>Generates all necessary materials under materialFolderPath. If Version Control is enabled please first check out the folder.</summary>
</member>
<member name="M:UnityEditor.NavMeshBuilder.ClearAllNavMeshes()">
<summary>Clear all Navmeshes.</summary>
</member>
<member name="M:UnityEditor.NavMeshBuilder.Cancel()">
<summary>Cancel Navmesh construction.</summary>
</member>
<member name="T:UnityEditor.MenuCommand">
<summary>Used to extract the context for a MenuItem. MenuCommand objects are passed to custom menu item functions defined using the MenuItem attribute.</summary>
</member>
<member name="T:UnityEditor.Lightmapping">
<summary>Allows to control the lightmapping job.</summary>
</member>
<member name="F:UnityEditor.MenuCommand.context">
<summary>Context is the object that is the target of a menu command.</summary>
</member>
<member name="T:UnityEditor.TrueTypeFontImporter">
<summary>AssetImporter for importing Fonts.</summary>
</member>
<member name="F:UnityEditor.Lightmapping.OnCompletedFunction UnityEditor.Lightmapping.completed">
<summary>Delegate which is called when bake job is completed.</summary>
</member>
<member name="F:UnityEditor.MenuCommand.userData">
<summary>An integer for passing custom information to a menu item.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.useAnimatedAutorotation">
<summary>Let the OS autorotate the screen as the device orientation changes.</summary>
</member>
<member name="T:UnityEditor.GizmoType">
<summary>Determines how a gizmo is drawn or picked in the Unity editor.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.use32BitDisplayBuffer">
<summary>32-bit Display Buffer is used.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontSize">
<summary>Font size to use for importing the characters.</summary>
</member>
<member name="P:UnityEditor.Lightmapping.GIWorkflowMode UnityEditor.Lightmapping.giWorkflowMode">
<summary>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.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.targetIOSGraphics">
<summary>iOS Graphics API.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontTextureCase">
<summary>Use this to adjust which characters should be imported.</summary>
</member>
<member name="T:UnityEditor.DrawGizmo">
<summary>The DrawGizmo attribute allows you to supply a gizmo renderer for any Component.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.includeFontData">
<summary>If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontNames">
<summary>An array of font names, to be used when includeFontData is set to false.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.customCharacters">
<summary>A custom set of characters to be included in the Font Texture.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontTTFName">
<summary>The internal font name of the TTF file.</summary>
</member>
<member name="T:UnityEditor.EditorPrefs">
<summary>Stores and accesses Unity editor preferences.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.apiCompatibilityLevel">
<summary>.NET API compatibility level.</summary>
</member>
<member name="P:UnityEditor.Lightmapping.isRunning">
<summary>Returns true when the bake job is running, false otherwise (Read Only).</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.stripUnusedMeshComponents">
<summary>Should unused Mesh components be excluded from game build?</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.SetInt(System.String,System.Int32)">
<summary>Sets the value of the preference identified by key as an integer.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.ClearDiskCache()">
<summary>Clears the cache used by lightmaps, reflection probes and default reflection.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.advancedLicense">
<summary>Is the advanced version being used?</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.characterSpacing">
<summary>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).</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.aotOptions">
<summary>Additional AOT compilation options. Shared by AOT platforms.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.characterPadding">
<summary>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).</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeAsync()">
<summary>Starts an asynchronous bake job.</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontRenderingMode">
<summary>Font rendering mode to use for this font.</summary>
</member>
<member name="M:UnityEditor.TrueTypeFontImporter.GenerateEditableFont(System.String)">
<summary>Create an editable copy of the font asset at path.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetInt(System.String,System.Int32)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetInt(System.String)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.SetFloat(System.String,System.Single)">
<summary>Sets the value of the preference identified by key.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.Bake()">
<summary>Stars a synchronous bake job.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.accelerometerFrequency">
<summary>Accelerometer update frequency.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String,System.Single)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetFloat(System.String)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.renderingPath">
<summary>Which rendering path is enabled?</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.useDirect3D11">
<summary>Should Direct3D 11 be used when available?</summary>
</member>
<member name="P:UnityEditor.PlayerSettings.stereoscopic3D">
<summary>Should player render in stereoscopic 3d on supported hardware?</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeSelectedAsync()">
<summary>Starts an asynchronous bake job for the selected objects.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.SetString(System.String,System.String)">
<summary>Sets the value of the preference identified by key.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetString(System.String,System.String)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetString(System.String)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.SetBool(System.String,System.Boolean)">
<summary>Sets the value of the preference identified by key.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetBool(System.String,System.Boolean)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.GetBool(System.String)">
<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.HasKey(System.String)">
<summary>Returns true if key exists in the preferences.</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.DeleteKey(System.String)">
<summary>Removes key and its corresponding value from the preferences.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyInt(System.String,System.Int32)">
<summary>Sets a PlayerSettings named int property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyInt(System.String,System.Int32,UnityEditor.BuildTargetGroup)">
<summary>Sets a PlayerSettings named int property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyInt(System.String,System.Int32,UnityEditor.BuildTarget)">
<summary>Sets a PlayerSettings named int property.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeSelected()">
<summary>Starts a synchronous bake job for the selected objects.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyInt(System.String)">
<summary>Returns a PlayerSettings named int property (with an optional build target it should apply to).</summary>
</member>
<member name="M:UnityEditor.EditorPrefs.DeleteAll()">
<summary>Removes all keys and values from the preferences. Use with caution.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnlyAsync()">
<summary>Starts an asynchronous bake job, but only bakes light probes.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyInt(System.String,UnityEditor.BuildTargetGroup)">
<summary>Returns a PlayerSettings named int property (with an optional build target it should apply to).</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeLightProbesOnly()">
<summary>Starts a synchronous bake job, but only bakes light probes.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalInt(System.String,System.Int32&,UnityEditor.BuildTargetGroup)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalInt(System.String,System.Int32&)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.Cancel()">
<summary>Cancels the currently running asynchronous bake job.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyBool(System.String,System.Boolean)">
<summary>Sets a PlayerSettings named bool property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyBool(System.String,System.Boolean,UnityEditor.BuildTargetGroup)">
<summary>Sets a PlayerSettings named bool property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyBool(System.String,System.Boolean,UnityEditor.BuildTarget)">
<summary>Sets a PlayerSettings named bool property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyBool(System.String)">
<summary>Returns a PlayerSettings named bool property (with an optional build target it should apply to).</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyBool(System.String,UnityEditor.BuildTargetGroup)">
<summary>Returns a PlayerSettings named bool property (with an optional build target it should apply to).</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalBool(System.String,System.Boolean&,UnityEditor.BuildTargetGroup)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalBool(System.String,System.Boolean&)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyString(System.String,System.String)">
<summary>Sets a PlayerSettings named string property.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.Clear()">
<summary>Deletes all lightmap assets and makes all lights behave as if they weren't baked yet.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyString(System.String,System.String,UnityEditor.BuildTargetGroup)">
<summary>Sets a PlayerSettings named string property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetPropertyString(System.String,System.String,UnityEditor.BuildTarget)">
<summary>Sets a PlayerSettings named string property.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyString(System.String)">
<summary>Returns a PlayerSettings named string property (with an optional build target it should apply to).</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyString(System.String,UnityEditor.BuildTargetGroup)">
<summary>Returns a PlayerSettings named string property (with an optional build target it should apply to).</summary>
</member>
<member name="T:UnityEditor.Help">
<summary>Helper class to access Unity documentation.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalString(System.String,System.String&)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetPropertyOptionalString(System.String,System.String&,UnityEditor.BuildTargetGroup)">
<summary>Searches for property and assigns it's value to given variable.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.Tetrahedralize(UnityEngine.Vector3[],System.Int32[]&,UnityEngine.Vector3[]&)">
<summary>Calculates a Delaunay Tetrahedralization of the 'positions' point set - the same way the lightmapper.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.BakeReflectionProbe(UnityEngine.ReflectionProbe,System.String)">
<summary>Starts a synchronous bake job for the probe.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.HasAspectRatio(UnityEditor.AspectRatio)">
<summary>Returns whether or not the specified aspect ratio is enabled.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetAspectRatio(UnityEditor.AspectRatio,System.Boolean)">
<summary>Enables the specified aspect ratio.</summary>
</member>
<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object)">
<summary>Is there a help page for this object?</summary>
</member>
<member name="M:UnityEditor.Help.HasHelpForObject(UnityEngine.Object,System.Boolean)">
<summary>Is there a help page for this object?</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetIconsForTargetGroup(UnityEditor.BuildTargetGroup)">
<summary>Returns the list of assigned icons for the specified platform.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetIconsForTargetGroup(UnityEditor.BuildTargetGroup,UnityEngine.Texture2D[])">
<summary>Assign a list of icons for the specified platform.</summary>
</member>
<member name="M:UnityEditor.Lightmapping.GetTerrainGIChunks(UnityEngine.Terrain,System.Int32&,System.Int32&)">
<summary>Get how many chunks the terrain is divided into for GI baking.</summary>
</member>
<member name="M:UnityEditor.Help.ShowHelpForObject(UnityEngine.Object)">
<summary>Show help page for this object.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetIconSizesForTargetGroup(UnityEditor.BuildTargetGroup)">
<summary>Returns a list of icon sizes for the specified platform.</summary>
</member>
<member name="T:UnityEditor.Lightmapping.GIWorkflowMode">
<summary>Workflow mode for lightmap baking. Default is Iterative.</summary>
</member>
<member name="M:UnityEditor.Help.ShowHelpPage(System.String)">
<summary>Show a help page.</summary>
</member>
<member name="T:UnityEditor.Lightmapping.OnCompletedFunction">
<summary>Delegate used by Lightmapping.completed callback.</summary>
</member>
<member name="M:UnityEditor.Help.BrowseURL(System.String)">
<summary>Open url in the default web browser.</summary>
</member>
<member name="T:UnityEditor.LightmapEditorSettings">
<summary>Various settings for the bake.</summary>
</member>
<member name="T:UnityEditor.ObjectNames">
<summary>Helper class for constructing displayable names for objects.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasWidth">
<summary>The maximum width of an individual lightmap texture.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.GetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup)">
<summary>Get user-specified symbols for script compilation for the given build target group.</summary>
</member>
<member name="M:UnityEditor.PlayerSettings.SetScriptingDefineSymbolsForGroup(UnityEditor.BuildTargetGroup,System.String)">
<summary>Set user-specified symbols for script compilation for the given build target group.</summary>
</member>
<member name="M:UnityEditor.ObjectNames.NicifyVariableName(System.String)">
<summary>Make a displayable name for a variable.</summary>
</member>
<member name="M:UnityEditor.ObjectNames.GetInspectorTitle(UnityEngine.Object)">
<summary>Inspector title for an object.</summary>
</member>
<member name="M:UnityEditor.ObjectNames.GetClassName(UnityEngine.Object)">
<summary>Class name of an object.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.XboxOne">
<summary>Xbox One Specific Player Settings.</summary>
</member>
<member name="M:UnityEditor.ObjectNames.GetDragAndDropTitle(UnityEngine.Object)">
<summary>Drag and drop title for an object.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.maxAtlasHeight">
<summary>The maximum height of an individual lightmap texture.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.PS3">
<summary>PS3 specific player settings.</summary>
</member>
<member name="T:UnityEditor.PlayerSettings.PS4">
<summary>Player Settings for the Playstation4.</summary>
</member>
<member name="M:UnityEditor.ObjectNames.SetNameSmart(UnityEngine.Object,System.String)">
<summary>Sets the name of an Object.</summary>
</member>
<member name="T:UnityEditor.DragAndDropVisualMode">
<summary>Visual indication mode for Drag &amp; Drop operation.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.resolution">
<summary>Lightmap resolution in texels per world unit. Higher resolution may take a long time to bake.</summary>
</member>
<member name="T:UnityEditor.DragAndDrop">
<summary>Editor drag &amp; drop operations.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.textureCompression">
<summary>Whether to use DXT1 compression on the generated lightmaps.</summary>
</member>
<member name="P:UnityEditor.DragAndDrop.objectReferences">
<summary>References to objects being dragged.</summary>
</member>
<member name="P:UnityEditor.DragAndDrop.paths">
<summary>The file names being dragged.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.aoMaxDistance">
<summary>Beyond this distance a ray is considered to be unoccluded.</summary>
</member>
<member name="P:UnityEditor.DragAndDrop.visualMode">
<summary>The visual indication of the drag.</summary>
</member>
<member name="P:UnityEditor.LightmapEditorSettings.padding">
<summary>Texel separation between shapes.</summary>
</member>
<member name="P:UnityEditor.DragAndDrop.activeControlID">
<summary>Get or set ID of currently active drag and drop control.</summary>
</member>
<member name="M:UnityEditor.DragAndDrop.PrepareStartDrag()">
<summary>Clears drag &amp; drop data.</summary>
</member>
<member name="M:UnityEditor.DragAndDrop.StartDrag(System.String)">
<summary>Start a drag operation.</summary>
</member>
<member name="M:UnityEditor.DragAndDrop.AcceptDrag()">
<summary>Accept a drag operation.</summary>
</member>
<member name="M:UnityEditor.DragAndDrop.GetGenericData(System.String)">
<summary>Get data associated with current drag and drop operation.</summary>
</member>
<member name="M:UnityEditor.DragAndDrop.SetGenericData(System.String,System.Object)">
<summary>Set data associated with current drag and drop operation.</summary>
</member>
<member name="T:UnityEditor.MonoScript">
<summary>Representation of Script assets.</summary>
</member>
<member name="M:UnityEditor.MonoScript.GetClass()">
<summary>Returns the System.Type object of the class implemented by this script.</summary>
</member>
<member name="M:UnityEditor.MonoScript.FromMonoBehaviour(UnityEngine.MonoBehaviour)">
<summary>Returns the MonoScript object containing specified MonoBehaviour.</summary>
</member>
<member name="M:UnityEditor.MonoScript.FromScriptableObject(UnityEngine.ScriptableObject)">
<summary>Returns the MonoScript object containing specified ScriptableObject.</summary>
</member>
</members>
</doc>